A i^k-\li/^/^+ir-\K-\o Ar-\^-4 I \4-\\\4-\r^c^ EsfimofingTI Memory, Sound On The Sinclair/Timex,
MppilOUIIUribAllCj UIMIIIt^b Applesoft Printer Control And Many More
COMPUTE!
The Leading Magazine Of Home, Educational, And Recreational Computing
$2.50
April
1983
Issue 35
Vol. 5, No. 4
63379 £1.85 In UK
Air Defense:
An Exciting Game
Program For VIC-20,
Atari, TI-99/4A,
TRS-80 Color Computi§r
Apple, And PET/CBM
Ready To Use
Word Processing
Programs For
VIC-20 And Atari
VIDEO-80:
80 Columns On
Your Atari
Via Software
Dr. Video:
Enhanced Screen
Utilities For
VIC-20, 64, And
PET/CBM
Apple Bar Charts
And Many
Other Programs
0 4
"74470"63379"
\
Ull^ying THaJ^ht
Plus Reviews, New Pa
rocessor
fs. And Mnrp
See us It Booth #1146
COmBiH/SPRIIIG '83
Apn 3639, 19B3
C*0 giD WdHcJCdi
1h« Allonic Appo/i
Atloifa. GmoTc -
MORE THAN JUST ANOIHER PRETTY HU£
Says who? Says ANSI.
Specifically, subcommittee X3B8 of the American
National Standards Institute (ANSI) says so. The fact
is all Elephant^" floppies meet or exceed the specs
required to meet or exceed all their standards.
But just who is "subcommittee X3B8" to issue such
pronouncements?
They're a group of people representing a large,
well-balanced cross section of disciplines— from
academia, government agencies, and the computer
industry. People from places like IBM, hiewlett-Pockard,
3M, Lawrence Livennore Labs, The U.S. Department
of Defense, Honeywell and The Association of Com-
puter Programmers and Analysts. In short, it's a bunch
of high-caliber nitpickers whose mission, it seems, in
order to make better disks for consumers, is also to
make life miserable for everyone in the disk-making
business.
How? By gathering together periodically (often,
one suspects, under the Jull moon) to concoct more
and more rules to increase the quality of flexible
disks. Their most recent rule book runs over 20 single-
spaced pages— listing, and insisting upon— hundreds
upon hundreds of standards a disk must meet in
order to be blessed by ANSI. (And thereby be taken
seriously by people who take disks seriously.)
In fact, if you'd like a copy of this formidable docu-
ment, for free, just let us know and we'll send you
one. Because once you know what it takes to make
an Elephant for ANSI . . .
We think you'll want us to make some Elephants
for you.
ELEPHANT. HEM DUTY nsie.
For a free poster-size portrait of our powerful pachyderm, please write us.
Distributed Exclusively by Leading Edge Products, Inc. 225 Turnpike Street Canton Massachusetts 02021
Call: toll-free 1-800-343-6833; or in Massachusetts call collect (617) 828-8150. Telex 951-624.
IF YOU'RE WAITING FOR THE
PRICE OF WORD PROCESSORS
TO FALL WITHIN REASON.
Everyone expected it would happen
sooner or later,, .with .'. ■:'■ • i ■ J '
it already has! Now all the marvelous
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on Commodore computers, America's
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cessing system comparable to virtually
any other top quality word processor
available— but at savings of thousands
of dollars!
TM WOfdPro is a Regislered Trademar* o( Professional Software, inc. WordPro was written t>y Steve Punier.
All specilications subject to diange wittioul notice.
Nevj. low cost computer technology is
now available at a fraction of what you
would expect to pay. This technology
allowed Commodore to introduce the
new and revolutionary CBM 8032
Computer.
WordPro PLUS turns this new CBf^/l
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Our nationwide team of professional
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(617)444-5224
TELEX: 95 1579
Ifitrodiicing Snooper Troops
detect!^ series.
Edttcationalgames that turn ordinary
homes into Sherlock homes.
Where can you find educational
games that your kids will really enjoy
playing?
Elementary, my dear Watson. From
Spinnaker
Our Snooper Troops detective games
are fun, exciting and challenging. And
best of all, they have real educational
value. 5o while your kids are having
fun, they're learning.
As a Snooper Trooper, your child
will have a great time solving the
mysteries. But it will take some
daring detective work They'll
have to question suspects, talk to
mysterious agents, and even search
dark houses to uncover clues.
The Snooper Troops programs are
compatible with
Apple,® IBM® and^
Atari® computers and
provide your kids with everything they
need: a SnoopMobife, a wrist radio, a
Snoopflet computer, a camera for taking
Snoopshots and even a notebook for
keeping track of information.
Snooper Troops detective games help
your children learn to take notes, draw
maps, organize and classify information
and they help develop vocabulary and
reasoning skills. All while your kids are
having a good time.
So If you want to find educational
games that are really fun, here's
a clue: Snooper Troops games are
available at your local software
store, or by writing to: Spinnaker
Software, 215 First Street Cam-
bridge, MA 02142.
PM?
-^{■■K>iw^mm;>t.x^
e 5plnnaher Software Corp. 1982
Commodore 64 b a Irademarli of Commotlore Electronics Umta).
spinnaker's early learning
games will help make jour children
as smart as jou tell everyone they are.
Your kid5 are pretty smart
After all, they're yourkid5.
Spinnaker can help make them even
smarter. With a line of educational software
that kids love to play
Spinnaker games make the computer
screen come to life with full color graphics
and sound. And they're fun. Lots of fun. But
they also have real educational value.
Some of our games help exercise your
child's creativity Others Improve memory
and concentration. While others help to
Improve your child's writing, vocabulary,
and spelling skills.
And every Spinnaker game provides
familiarity with the computer and helps your
children feel friendly with the computer,
Even If they've never used a comput-
er before.
And Spinnaker games are compati-
ble with the most popular computers:
Applef Atari® and IBM®
Our newest game, KinderComp
(Ages 3-8) is a collection of learn-
ing exercises presented in a fun
and exciting manner
f^hymes and Riddles'"
(Ages 4-9) is a letter guess-
ing game featuring kids'
favorite riddles, famous say-
ings and nursery rhymes.
Story Machine'" (Ages
5-9) lets children write their
own stories and see them
come to life on the screen.
And PACEMAKER'" lets your
children create their own funny
faces and make them wink, smiile,
wiggle ears (not your kids' ears,
the ears on the screen), etc.
And we're intro-
ducing new games
all the time.
So look for Spinnaker
games at your local
software retailer or b'y
writing to: Spinnaker
Software, 215 First St,
Cambridge, MA 02142.
And show your kids
how smart their par-
ents really are.
spimn/fffR
We make learning tun.
Apcte. IBH and AUf l are regatwed tr wemarKi of Aople Comp^jter. v»c , tnternaftofial BuS'f>e5S Machines C<xp and Atso, lf>c. *e3{>ecD»*etv
I
aSS-
'4OO
HI
800
,6fr«^^
eLE<?«°'
April 1983 Vol.5, No. 4
FEATURES
24 Selecting 1>ie Right Word Processor Tom R. Haiftiiii
32 Air Defense T, L Wahl
50 VIC Editype: A Text Editing And Storage Program Paul Bishop
56 Scriptor: An Atari Word Processor Charles Brannon
71 Retirement Planner Steve Hamilton
EDUCATION AND RECREATION
76 Typing Teacher Afon McCright
86 Chutes For Atari MottGiwer
94 Cash Flow Manager Donald W. Watson
123 TI-99 Match-Em C. Regena
126 Atari Math Fun Steven Neve
REVIEWS
100 VlC-20/C6d Word Processor: The Quick Brown Fox Gregg Peele
102 Atari Data Perfect Steve Steinberg
106 VIC Practi-Colc EmHy Herman
110 Paperclip Word Processor For PET/CBM Louis F. Sander
112 Silicon Office For PET Richard Mansfield
114 Turbochorger For Apple Richard Cornelius
115 Pathfinder For Atari John DiPrete
118 ZX-81 Home Computer Package For Sincloir/Timex Arthur 8. Hunkins
COLUMNS AND DEPARTMENTS
6 The Editor's Notes Robert Lock
12 Readers Feedback The Editors and Readers of COMPUTE!
18 The Beginner's Page Richard Mansfield
20 Computers And Society' Jim Buttertield
120 Questions Beginners Ask Tom R. Halihill
133 Micros With The Handicapped:
Developing A Communications Program Susan Semancik & C, Marshall Curtis
136 Machine Language: Numeric Input, Part II Jim Butterfield
138 The World Inside The Computer: Children, Computers, And Values Fred D'lgnazio
144 Friends Of The Turtle David D. Thornburg
180 Programming The Tl: Secondary Education , C Regena
230 Insight: Atari Bill Wilkinson
259 Extrapolations Keith Falkner
THE JOURNAL
-150 Dr. Video Richord H. Heist
154 Atari Filefixer G. L. Kopp
157 Using The Atari Word Processor With An Epson Printer Thomas Kredo
■-158 Commodore 64 Video A Guided Tour, Part III ..-. Jim Butterfield
164 Update On Sine Id ir/Timex Sound Arthur B, Hunkins
165 Computer Literacy And The Three R's On The Sinclairffimex Derek Stubbs
167 Center The VIC Screen MarkLoForge
168 Applesoft Printer Control Eric and Sally Martell
170 Video 80: 80 Columns For The Atari Charles Brannon
184 VICword MarkNiggemann
188 CRAB (Cross Reference For Atari BASIC) Manny Juan
192 Programming Characters On An Expanded VlC-20 Paul F. Schatz
-196 Magic Commodore BASIC David Sale
202 Rainbow Atari Graphics John R. Slaby
208 VIC Automatic BASIC Karl R. Beach
214 Tester Linton S. Chostain
215 Estimating Tl-99 Memory Michael A Covington
"■216 Commodore Structure-BASIC David Williams
238 Hexedit A BASIC Hex Editor For The VIC BillYee
242 PET Searcher Ronald A. Blattel
245 The Atari Return Key Mode James Luczak
248 Apple II Bar Charts Bernard L Webb
252 Major & Minor: VIC Music Theory M.J. Winter
255 Atari Digitizer Robert E. lyliller
147 How To Type COMPUTEI's Programs
148 A Beginner's Guide To Typing In Programs
266 CAPUTE! Modifications Or Corrections To Previous Articles
269 News & Products
276 Calendar
284 Product Mart
288 Advertisers index
The Color Computer and
Tt-99/4A date base programs
scheduled for this issue will
appear next month.
GUIDE TO ARTICLES
AND PROGRAMS
APAT.P.V.CTl
V
AT
APATTI.C.V
TIAP.VAT
AT
Tl
AT
V,64
AT
V
P
P
AP
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64
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ZX
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AP
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AT
V
PV,64
AT
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Tl
P,V,64
V
P
AT
AP
V
AT
AP Apple. AT Atari, P PET/
CBM,VVIC-20,OOSL
C Rodio Shack Color Com-
puter, 64 Commodore 64,
ZX Sinclair ZX-81, ' All or
several of the above.
COMPUTE! The Jaurnat for Profiressivc Compulin;; (b'SI'S: 3372511) is ]niWishi'd 12 limes t'.icli vi'.nr bv Sm.lll Svsti'nl
SfniL-L-s. Inc., !'.(.>. Bcix >Klii, Gu-u-nsliom, NC 27403 USA, I'hum?: (4I4127S-4804, Hdilori.il Oflices .ire kK-.i'k-d >il
5115 Edw^irdm Dris'e, GreensbLTii, NC 274(W. Diimesttc Subscriptions: 12 Issue's. S20.t)ll. Send sutiscrlpHon orders or
change of .iddrcss (P.O. form 3579) (o Circulation Depl., COMPim! M.ifrizine, P.O. Bo.\ 54116, Greensboro, NC
27403, Second cKiss postage paid at Greensboro, NC 27403 and additional inailing offices, tintire contents cop\Tij;ht
S 1983 bi,' Small System Services. Inc, All tights reserved, ISSN 0194-357X,
TOLL FREE
Subscription
Order Line
800-334-0868
lnNC519-J75-flS09
EDITORS NOTES
T
■ he industry price blitz
I continues with VIC recently
advertised at K-Mart for $139,
Atari 400 falling below $200, and
the Commodore 64 beginning to
approach the $400+ price point.
Should you wait?
After all, remember when a
calculator with memory was only
$79.95 at Sears? A brokerage
house acquaintance recently
remarked on the falling prices
(he purchased his home com-
puter six months ago for half
again as much as it now sells
for) by commenting whimsically
on the prices, but concluding
that he was glad he'd gone ahead
and started when he did. He felt
as though he was those six
months further along in the per-
sonal computer revolution.
It will be interesting to see
the effect of Atari's recently
announced computer/keyboard
upgrade for the Atari 2600 game
machine. While the price of the
unit is expected to be around $90
(we expect the VIC-20 to be less
than $100 soon), the Atari unit
does, undeniably, have an in-
stalled base of millions of poten-
tial game machines.
The bottom line, of course,
is that all of these new products,
price cuts, expansions, and the
like simply help make the con-
sumer computer marketplace a
mass market reality that much
faster. A year or so ago, we did a
series on the fine art of raising
funds for the purchase of micro-
computers for schools. We'd like
to update those suggestions and
helpful hints with more recent
information. After all, a year or
two in this industry is a long
time, and fund-raising strategies
for $1200 machines are vastly
different from those for S200
ones. Have you found that
school systems are more likely
now to provide funding directly?
Have you found that parent or-
ganizations are more involved?
We'd like to present the collective
wealth of tactics used by you
readers active in educational
support. So drop us a one or two
page note about your successes
and plans, and we'll put them
together in an upcoming issue.
In deference to potential
problems with confusion of
names, we've retitled our newest
publication COMPUTEVs Com-
modore Gazette. This should pre-
vent anv confusion with the
quarterly magazine produced by
Commodore and called Commo-
dore. We've also pulled our re-
lease issue date for the new
monthly to June 1983. I'm
pleased to announce that Tom
Halfhill of our staff, who many
of you have come to appreciate
as Features Editor of COMPUTE!,
will be serving as Acting Editor
of COMPLlTEI's Commodore
Gazette.
Our COMPUTE! Bool<s Divi-
sion is currently undergoing
substantial expansion as well. If
you're presently working on a
title or titles in the consumer
computer end of the market-
place, we'd be interested in
talking with you. Please contact
Scott Card, Senior Editor, Book
Division at our home office. Our
first titles for the Texas Instru-
ments personal computer and
the Radio Shack Color Computer
will be released soon. Oiir thanks
to you authors who have started
contributing applications articles
and materials to COMPUTE!.
We're currently investi-
gating the possibilities for deliv-
ering portions of our printed
software in machine readable
form. COMPUTE! currently pub-
lishes more software in each
issue than any magazine in the
industry, and we're aware that
some mechanism for electronic
delivery might be helpful to our
readers.
The variety of options range
from direct sale of tapes and
disks to resource centers such as
CompuServe and The Source.
We'd like your thoughts and
suggestions as well. Short com-
ments can be directed to us on
the Editor's Feedback card in the
back of the magazine. If vou
need more room, please feel free
to write us a letter. As always,
your thoughts and input are
invaluable to us.
6 COMPUrEI April 1983
PRESENTING
THE REMARKABLE SV-318.
19B3 SpBcPro Vidso. Inc.
THE PERSONAL COMPUTER
YOU'LL GROW INTO, NOT OUT OF.
SPECTRAVtDEO SV.318 COMPUTER COMPARISON CHART
SPtCTHAVlOEO
svjia
APPLE U PLUS
ATARI Boo
COMMODORE W
NECUOI
RADIO SHACX
COLOR COMPUTER
BASE PRICE
12W
tl.54tl
UH
ISK
S3»
t2H
COMPirTiNQ POWER FEATURES
BUILT-tNnOM
WK
1^K
lOK
MK
1&H
8K
EXPANDABLE TO
9&K
NA
*JK
Pi.'A
32K
I6K
BUILT4N£XltNDED MICROSOFT' BASIC
ves
fCS
ADDITIONAL COST
MO
YES
ADDITPONAi COST
BUILT.INRAH
J?K'
4eK
IEk
&IK
lan
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M*K"
04)4
48K
NJA
a?K
t6K
KEYBOARD FEATUBtS
NUMBER OF KCV5
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SPECIAL WORD PBOCESSIHO
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NO
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YES
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NO
NO
UpPEHJlOWER CASE
¥ES
UPPER 0*JLY
YES
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YES
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G*MaAUOIO FEAIUHES
SEPARATE CARTRIDGE SLOTS
tES
SO
Y£S
NO
MO
NO
BUfLTllH JOvstICH
VES
NO
NO
NO
NO
NO
COLORS
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15
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PERIPHEPIAI SPECIFICATIONS
CASSETTE
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3 CHANNEL
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1 CHANNEL
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AUDIO 10
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HQ
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NO
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NO
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DISK DRIVE CAPACITY
?S6K
lOK
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NO
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NO
NO
NO
CPfM- cow^'AriBiLlTT ( BO column programs)
CPIU- 2.2
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* IJSKuurKUrn^aM^KA TbK pjpNc u[icvt
' Arm t cm KXtffl mtOihai 40 w BO caiunn ^m
FOR UNDER $300 ^3rerTWH[^/Z7£Z7
PeRSONAL COMPUT6R
SPECTRA VIDEO, INC . 39 W 37lh SI . N V . N V lOOIfl
SaOV, mony pe'sono/ compufers m« become tomorrow's
jun* ;n /fte oWJc. ffie SV-3'S re one Ihot will not. Because as
you ga) belter, t) gets belter. II cfoes so Pecouse ol its
capablltfy and expandability— bott\ lar beyond tnose ol
any other alfordable computer
CARABIUTY. TtieSV-318 isnt juslrr^ore capable. It's much
more capable. No other computer at even twice the price
combines oil rhese extraordinary lectures: 32K ROM
expandable to 9dK; 32K MM expandable to I44K;
Extended MIcrosott Basic (the industry standard): even
Standard CP/M SO-column copobilily so you can
Irrunediately utilize over lO.OOO existing software
programs. 7he SV-318 also has a unique built-in joystick/
cursor control~an immeosurobly useful feature when It
comes ^0 playing your iQvorite video game.
EXPANDABiiiTY.As you become more oncJmore siflllful
with computers, you'll love how the SV-3)8 "stretches" to
meet your demands fond ocluolly leads you in fascinating,
new directions}. For one thing, oil eleven of our Important
peripherals are available Immediately With most other
models, you have to wall months. For another, the SV-318 Is
beautifully designed to Inlertace with new options as they
become available.
AFFOKDABIUTY. The SV-SIB IS not only eminently afford-
able, it's the first true bargain of the computer agel Besides
home budgeting, business oppllcollons. woid processing,
programming and sell-tedching, the SV-318 Is the best
enteitainment value in town. Not only con you use it with
your TV to play hundreds of different video gomes, you
can also use your SV-318 with a TV as a drawing tablet or
music synthesizer In play, os in work, the SV-318 will
continually expand to meet your potential.
Whether you reiust wetting your toes In •zompufers, or
fully asail on the waters. theSV-3Wisa computer that will
serve you tor many, many years. You see, we believe thai
even in the computer age, you don 't become an object of
real value unless you 're around (or a while.
Pubiisher/Edilot-ln-Chiel
Publisher's Assistant
Roberl C, Lock
Alice S.Wolfe
Senior Editor
l^onoging Editor
Production Editor
Features Editor
Technical Editor
Editorial Assistant
Programming Assistant
Administrative Asslstont
Assistont
Assistant Copv Editor
Copy Assistants
Associate Editors
P.O.
Contributing Editor
tflchofd Mansfield
Kathleen E. Morlinek
Gail Walker
TomR.Halfhill
Ottis P. Cowper
Charles Brannon
Patrick Parrish
Vicki Jennings
Laura McFadden
Juonito Lewis
Mary Parker
Becky Hall
Jim ButTerfleld.
Toronto, Canada
Harvey Herman.
Greensboro. NC
Fred D'Ignazio,
2117 Carter Rd.S.W.
l?oanoke, VA 2<1015
David Tfiornburg
Box 1317, Los Altos. CA 94022
Bill Wilkinson
Art Direclor;
Production ivianaget
Assistant
Artisls
Typesetting
Illustrator
Production Assistant
Georgio Popodopoulos
Irma Swain
De Potter
Jean Hendrix
TerryCash
Harry Blair
Oa\ Rees
Associate Publisher
Notional Advertising
Sales Manager
Advertising Coordinator
Advertising Accounts
Sales Assistant
Andy Meehan
PottiWIfliams
Bonnie Valentino
Rosemorie Davis
Operatrons/Customer
Service Manager
Assislonts
Dealer Coordinator
Assistont
Assistants
Shipping & Receiving
Carol Lock
Party Jones
Shannon Meyer
Fran Lyons
Gail Jones
Christine Gordon
Cossandro l^obinscn
Dorothy Bogan
Sharon tvlinoi
Chris Patty
Rhondo Savage
LisaFtahoriv
Jim Coward
Larry O'Connor
Data Processtng Manager Leon Stokes
Assistant Joon Compton
Accounting Manager
Bookkeeper
Accounting Assistants
Assistants
W Jerry Day
Ellen Day
Linda Miller
Deris Holl
Ruth Granger
Anna Harris
EmilieCovil
Small System Services Inc. publishes
COMPUTE
COMPUTC! Books
Corporate otilce:
505 Edwardia Drive,
Greensboro. NC 27409 USA
Mailing address: COMPUTE!
Post Oftice Box 5406
Greensboro, t^C 27403 USA.
Telephone: 919-275-9809
Roben C Lock. President
W, Jerry Day, Vice-President ond Comptroller
Kattileen E, Martinek. Assistant To The President
Sonjc Whiteselt Executive Assistant
Coming In May
Screen Graphics tn l^ersonal
Computing
Making Boots For PET, VIC,
And 64
Inexpensive Multicolor
Plotters
Four Great Games:
Deflect It, Jumping Jack,
Starshot, And One On One
Screenprint For The Atari
Wedge
Secret Messages On The
TR5-80 Color Compuiter
Apple Hi-Res Painter
TI-99/4A One Liners
Subscription Information
COMPUlEl Circulation Depf.
P.O. Box 5406
Greensboro, NC 27403
TOLL FREE
Subscription Order Line
I 800-334-0868
I Ir) NO 919.275.«809
COMPUTE! Subscription Rates
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Elsewhere in Canada oi outside
Nortti Amerlco coll 919-275-980'?,
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Company^
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jjoe Pi
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ttV Metro 212-567:5717
COMI'UTE! Home Office
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i(!epresentative
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Naticrial Advertising
Soles Manager
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ond Associates
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GB ft Associates
PO, Box 33!3
Libertyville, IL 60048
GORDON BENSON
COMPUTE!
Home Office
505 Edwardia Drive
Greensboro, NC 27409
HARRY BLAIR
SourrieasTein Sales Representativn
The Gittelman Company The Gilteiman Company Address all advertising materials to:
Statler Office Building
Suite 518
20 Providence Street
Boston, MA 02116
AL DALTON
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Fort Washington, PA 19034
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JOE PORTER
Patti Williams
Advertising Production Coordinator
COMPUTE! Magazine
505 Edward io Drive
Greensboro, NC 27409
Autriors of manuscripts warrant that oil materials submitted to COMPUTE! are original materials witti full
ownership rights resident in said outhors By submitting articles to COMPUTE!, authors acknowledge that
such moteriols, upon dcceptonce tor publication, become the exclusive property of Small System Ser-
vices, Inc. No portion of this magazine may be reproduced in any 'orm without written permlEion from the
publisher- Entire contents copyright £■ 1983, Small System Services, Inc, Rights to programs developed and
submitted by authors ore explained in our author contract Unsolicited materials not acceptcgd for publi-
cation in COfvlPUTEi will be returned if author provides o self-addressed, stamped envelope. Program list-
hgs should be provided in printed form (new ribbon) os well as mcichine readoble form. Articias should t^e
furnished cs typed copy (upper- and lowercase, please) with double spocing. Each page ot your article
should bear the title of the article, date ond nome ot the author COIvlPUTE! assumes no liabilitv for errors In
articles or advertisements. Opinions expressed by outfiors ore not necessorily those of COMPUTE!,
PFT. CflW ^^C- 20 and CcTimodOf^ 6d ore TiocJemgfl<s of
CommodoiL* Business Mochtf^es Inc. cnd'c Co^nmodO'e f lectio^ics Lifnited
Aople )i a troaemartt ct ^d^ COTiDuter Comoanv
ATAI^ H c trad^mcrh of Atari. Inc
1l9^^dA IS o liodemorU ol ro^os JnsTHimen-y Inc
Rcdio ax3Cl( Color Ccmpuref is a fioderrcrk of ronov, irx:
8 COMPUTE! "pril1983
^: cot-nmodore
CBM
computer
AN INFORMATION MANAGEMENT SYSTEM
FOR YOUR COMMODORE COMPUTER
InfoPro is a menu driven and interactive "information management"
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For Mailing List applications InfoPro can print up to 8 labels across
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Anottser extremely powerful feature of InfoPro is Super Scan, The
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mation for printing based on up to 5 different parameters or criteria
and to perform various math functions.
Another powerful and indispensable feature is InfoPro's ability to
interact with the WordPro family of word processing programs. This
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WordPro and InfoPro are registered trademarks
management to the area of word processing, allowing the user to
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of Professional Software
Insid
e
Apple Computer Inc., 20525 Mariani Avenue, Cupertino, California 95014
Vol. 1 No. 2
For the atjthori^d Apple dealer nearest ^ou. call 800'538''9696 (800-662*9238 in Califc.rnia.)
Fruitful Connections-
There are more people in more
places making more accessories
and peripherals for Apples than
for any other personal computer
in the world.
Thanks to those people —
in hundreds of independent
companies — you can make the
humblest 1978 Apple II turn tricks
that are still on IBMs Wish List
for 1984.
But now we're coming out with
our ver^' own line of peripherals
and accessories for Apple" Personal
Computers.
For tvvo ver^' good reasons.
First, compatibility. We've
created a totally kluge-free family
of products designed to take full
advantage of all the advantages
built into ever^' Apple.
Second, service and support.
Now the same kindly dealer who
keeps your Apple PC in the pink
can do the same competent job
for your Apple hard-disk and your
Apple daisywheel printer.
So if you're looking to expand
the capabilities of your Apple II
or HI, remember:
Now you can add Apples to
Apples.
Gutenberg would be proud*
Old Faithful Silencype'® has now been joined by New Faithfuls, the
Apple Dot Matrix Printer and the Apple Letter Quality Printer
So now, whatever your budget and your
needs, you can hook your Apple to a printer
that's specifically designed to take advan-
^v '^^^ g tage of all the features built into your
\\ ^ iDllliii Apple . With no compromise s.
\\ ^ Jilt The 7x9 Apple Dot Mao-ix
^ft^.,-,^.. ____,^^- — Printer is redefining "correspondence
——-""^ quality" with exceptional legibility.
With 144x160 dots per square inch, it can
also create high resolution graphics.
The Apple Letter Quality' Printer,
which gets the words out abc'Ut 33%
faster than other daisywheel printers
in its price range, also offers graphics
capabilities. See your authorized
Apple dealer for more information and
demonstrations. Because, unfortunately, all
the news fit to print simply doesn't fit.
01983 Apple Cumpmer Inc
Ajoy to behold
The new Apple Joystick II is
the ultimate hand control device
for the /ipple II.
Why is it such a joy to use?
With two firing buttons, it's
the first ambidextrous joystick —
just as comfortable for lefties
as righties.
Of course, it gives you 360°
cursor control (not just 8-way like
some game-oriented devices) and
full XA' coordinate control.
And the Joystick II contains
high-qualit>' components and
switches tested to over 1,000,000
life cycles.
Whi:h makes it a thing of
beauty. .And a joystick forever
the creek
'without
paddle?
[t in space? Or down in
Orl^
the dun^ons.'
WhaKver your games, you U
be happf to know that someone
has finaly come out vdth game
paddlefbuilt to hold up under
blisteriag fire. Without giving you
blistersl
Apnle Hand Controller II
game paldies were designed with
one recem discover^' in mind:
Peoplaplaying games get
excited aril can squeeze very, very
hard.
So we
rugged. We|
to 3,000,
them for hoi
the firing
side for mj
Soyot
;de the cases extra
ised switches tested
life cycles. We shaped
ing hands and placed
tton on the right rear
imum comfort,
never miss a shot.
J
A storehouse of knowledge.
If you work viith so much data
or so many programs that you find
yourself shuffling diskettes con-
stantly, you should take a look at
Apple's ProFile^r the personal
mass storage system for
the Apple III Personal
Computer
This Winchester-based
5-megabyte hard disk
can handle as much data
as 35 floppies. Even more
important for some, it
can access that data ;
about lO-times faster
than a standard floppy
drive.
So now your Apple
III can handle jobs once
reserved for computers
costing thousands
more.
As for quality
and reliability, you need only store
one word of wisdom:
Apple.
■'SB?
hii
Launching pad for numeric data.
Good ridings for crunchers of
numerous numbers;
Apple now oifers a numeric
keypad that's electronically and
aesthetically compatible
with the Apple II
Personal Computer
So you can enter
numeric data
faster than
ever before.
The Apple
Numeric Key-
pad II has
a standard
calculator-
st>'le layout.
Appropriate,
because unlike some other key-
pads, it can actually function as a
calculator
TTie four function keys to the
left of the numeric pad should be
' -"-■'^^, of special interest
to people who use
VisiCalc." Because
they let you zip
around your
work sheet more
easily than ever,
adding and
deleting entries.
With one
hand tied be-
hind your
back.
W'Calo is a rcprtcTfd iradcm.irk of VisiC^rp Inc
READERS' FEEDBACK
The Editors and Readers of COMPUTE!
Make A W Into A Monitor?
I have heard that it is possible to improve the pic-
ture quality of a computer output to a television
by rewiring the TV as a monitor in some way.
Would you outline the differences between a TV
and a monitor for me? Is it possible and practical
to convert a TV into a monitor?
Charles Coleman
It's possible, but not practical. You can bypass the re-
ceiver section of a television and route input directly to
the video stages. Hozoever, this is an extremely unsafe
practice. Contact with the voltages present inside a TV
is likely to cause more than just an unpleasant tingle,
and since many sets have a "hot" chassis it is difficult
to isolate these z'ollages from your computer. Why risk
ruining your television ami computer (and possibly
yourself) when a true monitor costs no more than a
regular TV?
Atari Revision B
I have had an opportunity recently to upgrade
my computer to a "new" version of Atari. Little
did I realize at the time that a new version of the
operating system was incorporated in the now
Atari, rendering a large portion of my available
software useless (e.g.. Ghost Hunters by Arcade
Plus).
Can other ways be devised to load the soft-
ware other than via the operating system? Help?
G. Smyczynski
A few pieces of conwiercial software will not run on the
Revision B Operalijig System (OS) due to illegal OS
calls. Contact the software companies with regard to
any updates. If you can acquire an extra lOK ROM
board, you can choose either operating system (on the
Atari 800 only) merely by changing boards.
Translating Programs For The Tl
1 own a TI-99/4A home computer. I like your
magazine, but I have tried and cannot convert the
programs in COMPUTE! to run on theTL Especially
hard to figure out are the PEEK and POKE
statements.
Could you please explain how to convert the
1? COMPUTE! April 1983
programs to TI? I do appreciate your new TI.
column.
I John Dobrinski
Texas Instruments appears to have developed their
BASIC from a slightly different perspective than many
other microcomputer'BASlCs. The PEEK and POKE
cojinna)uis allow programmers to examine and modifi/
individual memory locations. While this may he a de-
sirable feature on a personal computer, it could be un-
desirable on a large, nnilti-user system so iw "tnain-
frame" B ASICs support these operations . Tl BASIC
shares this feature of nnnicomputer B ASICs.
Tortunately, TI substitutes ati impressive "library"
of built-in ROM subroutines which accomplish most of
the same things that PEEK and POKE are used for on
other computers. For beginners this may even be an
advantage, since the subroutine CALLs are usually
more easily understood than the equivalent PEEKs and
POKEs. For example, to read the TI joysticks you can
type: |
100 CALL JOYST(l,X,Y)
Contrast tliis with the cquiimlent for the VIC-20:
100 POKE 37154,127: X^ (NOTPEEK(37151))AND 60 -
((PEEK(37152) AND 1281 = 0) : POKE 37154,255
Other impressive features are CAEL CHAR,
RESEQUENCE, and NUMBER. These provide built-in
character definition, renumber, arid automatic line
numbering utilities. \
Stiould I Buy A Computer?
Recently, my interest has turned toward finding
out about home computers. As a start, I purchased
COMPUTE!, and visited a few stores with home
computers and software.
So far, my observations show that the home
computer market is directed mostly toward games,
especially space and war games.
Since there is an eleven year old in the family,
my interest is also in the educational aspect of
home computers. |
I have two basic concerns before I spend hun-
dreds of dollars and find that a home computer is
not a waste of money, a flash in the pan, or a pie-in-
the-sky promise. Please advise me where local
sales personnel and even some teachers are not
able to answer me:
THE ULTIMATE
IN FAST ACTION
R>RYOURVIC-2a
Dive Into a Fearsome Fight! Blast An Insect Invasion! Attack Crazy Aliens
Grab your gloves, survival pack and head-
gear! YourSidewindercommandosare
whooshing off into the most frenzied fight
in the far side of the galaxy! You've got to
out-maneuver deadly Battle pods, dodge
destructive Stalker bombs and go head-to-
head with alien Oblitojets. . . all at speeds
you wouldn't imagine possible!
Suggested Retail Price $29.95
Dive into the most awesome all-out battle
ever! You'll be attacked from all directions
by a barrage of deadly android wasps and
alien creatures like you've never encoun-
tered before! Any contact means instant
destruction! If it's not the fastest game
you've ever played, you're from another
planet.
Suggested Retail Price $29.95
Fall back into the far fields of the galaxy!
That bumbling formation coming at you is
the crazy Galactic Blitz. These aliens have
15 different play patterns. And each time
you take one out of the game they come
back mad as ever! So go for the galactic
score full speed ahead! If you're merely a
spectator, find another sport.
Suggested Retail Price $24.95
Dealer inquiries invited. Tronix games are available at your local store, or direct from us. Send a check or money order to Tronix Publishing, Inc.
701 W. Manchester Blvd., Inglewood, CA 90301.
VlC-20'** is 3 trademark of Commodore Electronics Limited.
a) guidance for a home computer, especially
in education.
b) how can I put the home computer to work
to pay for itself?
I can see the use of the computer as a tool in
industry and small business; however, visions of
incessant space invaders and missile command
games and their sound effects will create a home
arcade that's bound to become boring and shelved
after a short period of time.
Please help, and offer me your guidance.
Cas Piotrowski
This issue af COMPUTE! is representative of the mix of
articles, applications, ami programs we publisli each
month. There are two "arcade" stifle games, two educa-
tional games, and several dozen other pvograms. The
majority of articles reflect the extraordinarily varied
interests 0/ COMPUTE!'.^ readers and testifij to the
variety of uses to which home computers can be put.
There are programs here -which: teach touch typing,
help you plan for retirement, create art on the computer
screen, quickly search through records, alphabetize,
draw charts and graphs, make music, assist in writing
anything from a letter to a novel - and this is only one
issue.
Few people buy a computer and then aui up putting
it in a closet zoith their abandoned hobbies. Personal
computing can be a hobby, but is often much more.
Many people find tliat they use personal computers as
much as (even in preference to) TV. As to making your
computer pay for itself, it zoill add speed and accuracy
to virtually any mental activity. It can save you a sig-
nificant amount of time organizing any of your leisure
activities or assist you in your vocation. It can put you
in touch with information on hundreds of subjects
through the phone lines, when connected to an infor-
mation service such as CompuServe or The Source. It
can help you make decisions which could save consider-
able amounts of money. (See the "Retirement Planner"
program in this issue.)
It's not the computer games - educational, chal-
lenging, and just plain fun though they can be - which
drive business and government toward ever-increasing
computerization.
BASIC Assembling
I am programming in machine language on my
Commodore 64, but I do not have an assembler
and therefore I must POKE the values directly
into memory. My question is this: After loading
the accumulator with an ASCII character code,
how would I store it in screen memory, if screen
memory starts at decimal 1024, and I cannot POKE
in values greater than 255? (I alreadv know about
the subroutine at $FFD2.) Also, how would I
14 COMPUTE! .\Enll1983
execute a JMP or JSR using POKE commands?
1 Chris Coon
You seem to ha~oe addresses mixed up with values. It's
true that any byte can only hold numbers up to 255.
When machine language progrannners send a character
to the screen memory of the computer, they use two
bytes to hold the target address. Hotoever, you can
POKE from BASIC in the folloioing way: POKE
1024,65. This wdl put the graphics syndwl fora spade
hi your 64's screen. The POKE connnand will let you
use any number less than 65536 as the address, followed
by the value you want to send: POKE address, value.
Underlying yourquestwns is an attempt to combine
BASIC ( poke) with machine language (JSR, etc.). In
the early days of computing, machine language pro-
grammers "hand assembled," constructing their pro-
grams with methods similar to POKEs. That was be-
cause computer memory zoas valuable ami in short sup-
ply. Computers iww have enough memory to hold an
assembler and at the same time create machine lan-
guage programs elseivhere in memory. A)j nssendiler is
to machine language programming what BASIC is to
BASIC programming -a program to make it easy to
ivrite programs.
You might want to get a book on itiachuic hniguage
programming. Machine Language For Beginners is
7tow available from COMPUTE! Books. It contains an
assembler which works on Apple, Atari, and any Com-
uwdorc machine.
Even More Perfect Commodore INPUT
Blaine Standage's article "Perfect Commodore
Inputs" is interesting, but even his simple method
has a simplification. 1, too, have read many articles
and seen many programs that use elaborate
methods to eliminate the return to READY diffi-
culty that plagues novice users of PET programs.
I found a very simple method of avoiding this
which also allows you to make vour prompts with-
out the added "?" when I was fooling around with
OPENing files to the screen and keyboard devices.
This is it: 1
10OPENl,3:CMDl '
20 INPUT'TROMPT? " ;A$:PR1NT
This program will perform the exact same
thing as the INPUT# in Standage's article. It has
the added advantage of being shorter and allowing
you to use regular INPUT statements rather than
INPUT#. In fact, you could easily convert entire
programs by just adding the OPEN and CMD
statements at the beginning and inserting a PRINT
statement after each INPUT statement. I particu-
larly like it when 1 want users to input at a colon
prompt, and so on. |
Here's how to exit the unRETURN mode. (If
you BREAK the program at this point, it will con-
fa@^(oi@s'
Take your marble to
the lop. Pick your spot
and let it drop. Hope
for a Ilip instead o( a
flop. Once you get it,
the fun never stops!
It's FLIP OUT — a
crazy new strategy
game for one or two
players. Eacln marble
you drop causes a
chain reaction, so take
your time and pian
carefully. Plan right
and you'll flip, if you
didn't you Flip Out!
It is up
to you to stop the
invasion of the evil
Quarriors and save
Repton. You are armed
with devastating
Nuke Bombs, a Radar
Screen, a Laser Gun
and an Energy Shield.
You'll need them all!
You'll be attacked by
Nova Cruisers and
Single Saucers. You
must avoid Spye
Satellites and deadly
Dyne-Beam Shooters
and you must stop the
Draynes from deplet-
ing the Reptonian
power supply. Repton
Is a battle so thrilling
you'll be relieved to
find out you're still on
earth when it's over!
Turn your keyboard
into a typing arcade!
You can blast attack-
ing letters and words
right out of the sky.
Type Attack was
designed by a profes-
sional educator and
the fast action game
experts at Sirius. It
features 39 pre-
programmed lessons
and 60 user defined
lessons. Great sound,
graphics and a real-
time words per minute
bar make improving
your typing skills (un!
Talk about adventure
on the high seas!
You're blasting away
at a squadron of
enemy bombers and
Kamikaze fighters from
the deck of your P.T.
boat. Suddenly you
notice the sea is
loaded with mines and
an Exocet missile is
screaming toward you
on the horizon. Instinc-
tively you jerk the joy-
stick to the starboard,
keeping your thumb on
the fire button. Phew!
That was close! Some-
times it's hard to
believe Wavy Navy's
just a video game.
New Games For Your Apple II From Sirius
TM
Type Attack, Wavy Navy, Flip Out and Replon packages, programs, and audio visuals ® 1982 Sirius. Type Attack, Wavy Navy, Rip Out, Repton and
Sirius are trademarks of Sirius Software, Inc. Apple is a trademark o( Apple Computer. Inc.
For more inloimation contact youi local Sirius dealer or distributor or contact us at 10364 Rockingham Drive,
Sacramento, CA 95627, (916) 366-1195.
tinue to avoid sending CRLFs to the screen. That
is, when you press RETURN, the information will
get sent to the computer^ but the cursor won't
move to the next line.) So you need to:
PRINT#l:CLOSE 1. Typing anything that gives
you a SYNTAX ERROR also does the trick, but it
isn't a particularly elegant way of exiting a pro-
gram. So, at the end of the program, just put:
30 PRINT#l:CLOSE 1:END
Mits Hadeishi
A Disk Drive For The Atari 400
1 was in a computer store the other day and over-
heard a salesman say that you could not use a
disk drive with the Atari 400. Is this because of
the 16K memory- or because of some hardware
problem?
Tom Bigelow
There is just barely ciwugh memory in a 16K Atari 400
to load the Disk Operating System' (DOS). DOS is a
program which the computer then uses to manage the
various functions of the disk drive (much the xvai/ that
the computer's Operating Sx/stem (OS) handles house-
keeping for the computer itself).
However, the 400 can be expanded up to 48K, or
even up to 90K, using available commercial memory
expansion boards. See the ads in COMPUTE!.
What's IMachine Language?
I recently received a program that works, but I
cannot make any sense of it. Here it is:
100 DATA 169,64,24,105,1,32
110 DATA 210,255,201,90,208
120 DATA 246,169,13,76,210,255
130 FOR J = 828 TO 844:READ X
140POKEJ,X:NEXTJ
200 FOR J = l TO 10
210 SYS 828
220 NEXT J
I have a number of questions....
Tlie questions, and jim Butterfield's ansioers to them,
are given below:
1. What do the numbers which follow the SYS
statement reference?
This number - in this case 828 - is the address of the
machine language subroutine to be called. It's a little
like GOSUB 838... except that with SYS, the 828 is
not a line number; it's the actual address where the
machine code lies in the computer's memory.
2. When data numbers are POKEd into memory
to accomplish machine language programming,
what do those numbers mean?
In the case of your sample program, they are machine
language instructions; you'll need a machine language
16 COMPUTE! April 1983
reference manual to sort them out - and even then,
you'll probably need to translate the decimal numbers
into hexadecimal.
169, for example, is IDA or Load A - it brings the
following value (64) into an internal chip register called
A (or sometimes the Accumulator). 24 is the CLC or
Clear Carry instruction - it turns off an internal flag
called Carry within the chip. 105 is the ADC, or Add
with Carry instruction; it asked the processor to add the
following value (1) into the Accumulator. And so on...
there are a lot of niggli}ig details here, hut the individual
instructions are not hard. Obviously, you'll need a
guide; any 6502 reference book will do the trick.
3. As a separate matter: what is meant by "setting
the pointers" which indicate where BASIC pro-
gramming begins?
The BASIC program that you load or type in, together
with any variables it might create, must fit into a block
of memory called "BASIC RAM". This block is usually
set up so that you get all the spare RAM memory that's
available.
If you need to set RAM aside -sometimes for special
screen activities, and sometimes for machine language
- you nnist change either where BASIC RAM starts
(in VIC and Commodore 64, this is recorded in addresses
4S and 44), or where BASIC RAM ends (in VICI64,
addresses 55 and 56). To make extra room, you must
move the start location upward, to leave empty space
below; or the end location downward, to leave empty
space aluwe.
The addresses for start and end are stored in two
bytes. To read such an address, take the contents of the
first byte and add it to 256 times the contents of the
second byte. On a VIC or 64, you would type:
PRINT PEEK(43) + 256*PEEK(44)
to get the address where BASIC starts.
To move either pointer, you'll need to calculate the
new values to be stored there, and there's extra work
called for:
- When you move end-of-BASlC, follow this ivith
a CLR connnand.
- When you move start-of-BASlC, store a zero
just before the start location; move the pointer,
and then say NEW.
To move the end-of-BASIC to 6144, we would
POKE 55,0:POKE 56,24:CLR. To move the start-of-
BASIC to 5121, -we zoould POKE 5120,0:POKE
43,l:POKE 44,20:NEW. In either case, zoe'd cut down
our available BASIC working space.
COMPUTE! welcomes questions, comments, or
solutions to issues raised in this column. Write to:
Readers' Feedback, COMPUTE! Magazine, P.O.
Box 5406, Greensboro, NC 27403. COMPUTE!
reserves the right to edit or abridge published
letters. O
Our newest magazine, COMPUTE'.' s Commodore Gazette, is written for the
beginning consumer of personal computing. Each monthly issue will bring you
interesting features, exciting news, intriguing new products, and more.
You'll find software news, best seller rankings in the recreational and educa-
tional areas, and interviews, overviews, and industry views.
Tutorials for beginners, advanced games for non-programmers, and intro-
ductory help for fledgling computer users.
And best of all you'll still find COMPUTE!, our monthly resource and appli-
cations magazine for intermediate and advanced users.
computer's Commodore Gazette and COMPUTE!. We won't outgrow
you. . . we'll grow with you.
Use the attached post card or call Toll Free 800-334-0868 today to reserve
your premier issue of COMPUTE! '5 Commodore Gazette.
12 monthly issues, Charter Subscription Price $15 US, $20 US in Canada,
elsewhere. Air Mail, $45 US.
Other than as an independent supplier of quality pniducrs regarding
the Commodore personal computer systems, COMPUTE! Publications
is in no way associated xvith Commodore Btismess Machines, Inc.
Commodore, V'IC-20, and Commodore 64 are trademarks of
Commtxiore Business Machines, Inc., and/or CommiKlore
Electronics Limited.
THE BEGINNER'S PAGE
Richard Monsfield. Senior Editor
In the early days of electronic computing, there
was only one type of computer program: gov-
ernmental, especially military. The first electronic
computer, the ENIAC, was built in Pennsylvania
during World War II. Only governments could
afford to build computers, and the major justifica-
tion for spending money on these extraordinarily
costly machines was that they could break secret
codes, calculate missile trajectories, and assist in
solving other war-related problems.
Four decades later, computers are becoming
as common and as necessary as cars. Paralleling
this is a constantly increasing array of software.
Software means a program, a list of actions for the
computer to take which, when followed, achieves
whatever the programmer wants to achieve. PRINT
1 + 1 is a program, a piece of software, which
would result in the computer displaying a "2" on
a TV screen or printing it on a piece of paper.
Hardware is the TV or printer or the computer
itself. In cooking, hardware would be pans,
spoons, and the stove. Software would be a recipe
for stew or cupcakes.
Fifteen Categories
To get a general idea of the kinds of jobs personal
computers currently tackle, we can separate pro-
grams into fifteen broad types: 1. Graphics, 2.
Music, 3. Word Processing, 4. Education, 5. Home
Applications, 6. Games, 7. Accounting, 8. Finan-
cial Simulation, 9. Data Base Management, 10.
Languages, 11. Operating Systems, 12. Disk
Operating Systems, 13. Utilities, 14. Telecom-
munications, 15. Artificial Intelligence.
In the next couple of columns, let's go through
these classifications one by one and describe,
in general terms, the characteristics of each
category.
Grapliics
For personal computers, graphics is most often
found in game programs as an important part of
the overall pleasure of the game itself. People
do sometimes write "graphic demos," dazzling
displays which are solely designed to be demon-
strations of their computer's special color or high
resolution abilities. But most graphics are written
to improve a game.
Usually, the goal of graphics is to reproduce
a visual concept as accurately as possible. In prac-
tice, this can require the use of high resolution
IS COMPUIH Aoril1963
graphics techniques. The more points of light on
the TV screen (called pixeb) that the programmer
can control, the higher the resolution. Extremely
high resolution can quickly use up the computer's
free memory. The color and shade of each pixel
has to be "remembered" in the computer's mem-
ory. A typical 21 inch color TV display would re-
quire control over roughly 500,000 pixels to
achieve the resolution of broadcast TV. To animate
this, you would need to change the picture 30
times per second!
There are a variety of techniques, however,
which reduce the memory requirements and the
programming necessary to create high resolution
video. Fiome computer memory becomes larger
and less expensive each year. The creators of the
movie TRON demonstrated what computers can
do visually. It is possible that personal computer
programmers may, in the future, have that degree
of control over the images on their home screens.
Imagine the kinds of games we'll be playing then.
Music
A Moog synthesizer is to computer music what
TRON is to home computer art; a hint of what's
coming. Computers lend themselves very well to
composition and si/»f/;t\s/s (creating sounds by
changing waveforms, timing, and various other
elements of noise). Once a computer has
memorized the kind of sound you want (violin?
piano? an instrument no one has ever heard be-
fore?), it can go on to remember the melodies and
the chords of a song. Then, by changing a few
numbers, you can move the whole piece up or
down the scale, make a symphony exclusively for
tubas, add echo, whatever. In other words, your
computer can be a music processor, a synthesizer.
This technology is available now. The new
Commodore 64 computer contains an advanced
music synthesis capability, a "synthesizer on a
chip." What's more. Commodore has announced
that it will be marketing a keyboard with three
additional synthesizer chips inside that can attach
to the 64 to form a complete computer musical
instrument. After you've heard the sounds that
can come out of this computer, you will agree
that the future of music software is going to be
astounding.
Next month we'll continue this overview of
the types of software now available for home com-
puters.
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Computers And Society
David D, Thornburg. Associate Editor
Jewels And Stones
Many years ago I talked to a scientist from the Far
East who had just finished evaluating a series of
grant proposals. I asked him about their quality.
He thought for a minute and said, "They are a
mixture of jewels and stones."
This January I attended the Winter Consumer
Electronics Show in Las Vegas (our first impres-
sions of this show appeared in COMPUTE! last
month). In addition to all manner and form of
new computer hardware, there were many soft-
ware vendors in attendance as well. Because of
my strong position in defense of certain video
games, I want to devote some time to covering
what 1 saw - it was clearly a collection of "jewels
and stones."
Stones
1 can't say I'm surprised, but the introduction of
X-rated video games has so passed the boundaries
of good taste tiiat I can't resist commenting on
them. While most of the quality software vendors
exhibited their wares in the main conference hall,
several vendors had to place their booths in a
special room that was otherwise devoted to the
promotion of X-rated video tapes.
Several companies had games to show for
the Atari Video Computer System. These games
all had such similar characteristics that vendor
differentiation was hard to detect. I won't glorify
these offerings by mentioning the names of the
vendors, but 1 will describe the products in the
hope that interested readers will learn enough
here without having to enhance the profits of
companies who are producing pure trash.
I have several criticisms common to all the
games I saw. The strongest criticism 1 have is that
these games degrade women. I suppose that I
should be pleased that one of the games was with-
drawn before the show. Since this game allowed
the player to participate symbolically in racism
and rape, I might even stand and applaud its de-
parture from the marketplace - but the games
that were left were hardly much better.
In addition to the degrading manner in which
the game figures are treated, the game play con-
sists of nothing more novel than a simple variant
of games like Breakout, Kaboom, or a cat and mouse
maze game.
20 COMPUItl April 1983
If a civilization from another planet saw these
cartridges, I'm sure they would wonder what
motivation we have to procreate our species. I
can only hope that an educated public will provide
a clear message of disinterest in the current crop
of X-rated "stones." Silicon is too valuable to waste
on such trash.
Jewels
I've said it before, and I'll say it again - video
games can be powerful educational tools. Rising
from the gutter level of the X-rated offerings, I
was pleased to see several games that were not
only educaticmal, but which also reinforced the
idea that people should help each other.
At first glance, Choyliftcf from Brciderbimd
(for the Apple and Atari computer systems) looks
like another shoot-em-up rescue game. You pilot
a helicopter that picks up stranded people who are
under attack. You must dodge or fight tanks and
airplanes on your rescue missions, but your goal
is to pick up the people and carry them to safety.
My first positive response to this game came when
I saw the rescued people leave the helicopter -
and one of them stopped to wave goodbye.
1 then noticed something even more impres-
sive. The player liocsu't get points for shooting
planes or tanks. The player gets points only for
rescuing people. What a pleasant idea!
Another Atari home computer game with
nice goals is Astro Chase by Fernando Herrera (the
author of the popular M\/ First Alphabet). In this
game, an astronaut has to protect Earth from mi-
grating mine fields. Time wasted shooting other
spaceships tends to spell an early death to Earth,
so one learns quickly to focus on the task at hand.
In addition to spectacular graphics, this game has
some cute features. The first time the astronaut
returns to Earth, he looks around and scratches
his head because there is no welcoming commit-
tee. He then takes off to save Earth again. Tliis
time when he returns - wait - 1 don't want to spoil
it for you. This is a very nice game.
You may recall that last year 1 spoke highly of
software developed by CTW. At last, through
their new division, Children's Computer Work-
shop (CCW), many fine educational games are
appearing for machines as diverse as the Atari
VCS and the Apple II. Atari was displaying an
CREATIVE SOFTWf^RE
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"VIC-20" and "COMMODORE" are ,
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M
excellent maze game in which you pick up cookies
along the maze and put them in a cookie jarbefore
the Cookie Monster gets to them. This entertaining
game not only has high play value, but it also
reinforces certain direction identification skills
that help children learn to read. Tremendous
effort has gone into these CCW designs, and the
result is a line of software of great entertainment
and educational value for young children.
You may also recall my interest in the EPYX
games Jabbertnlki/ and Ricochet. Added to my col-
lection of EPYX favorites is Alien Garden, a game
that requires a combination of mechanical skill
and careful thought. In this game you control a
bee-like Cosmic Critter that can bite, "wing," or
sting a crystal flower. Each flower can grow, ex-
plode, change, or be eaten. Since each flower
species responds differently to the same stimulus,
it takes a lot of concentration to remember which
type of flower should be handled in which way.
Since this game provides constant motion, the
player has to be good at thinking quickly.
I'm sure I missed seeing many other fine
games, and I apologize to any vendor who feels
left out. My point this month is that there is gar-
bage on the shelves, and some terrific offerings as
well. Anyone who dismisses nil video games as a
useless waste of time would benefit from playing
any of the "jewels" listed above. ©
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MEET THE NEW KID
ON THE BLOCK.
Catch-up with the newest, wackiest
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It's the wildest, fastest chase you've
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When they turn white and freeze, make
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Dealer inquiries invited,
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i
Selecting The Right
Word Processor
Tom R Halfhill Features Editor
Ouc of the most useful ami powerful applications for a
persoml computer is word processing. But the beivil-
deriug variety of word processing programs sometimes
makes selecting the right one a difficult task. Here are
some things to consider when making your choice.
Until the first day I used a word processor, my
idea of the ultimate writing tool was an IBM Selec-
trie typewriter.
As good as electric typewriters are, I realized
that word processors are as far beyond typewriters
as typewriters were beyond red crayons.
And as much as I like computers, as a writer
I have to confess that if computers could do
nothing else but word processing, it would justify
their existence to me.
Obviously, this is one writer who is sold on
word processing. Why?
Creative freedom, for one thing. With a word
processor, you don't have to picture in your mind
how the words will "read" on paper. You can just
type them on the screen, and if they're awkward,
zap them into oblivion with the delete key. No
more piles of crumplcd-up paper shuffling around
your ankles. Less creative constraint while staring
glumly at a blank page, reluctant to type for fear
of another false start.
More flexibility, for another thing. With a
word processor you can start at the end, or begin
in the middle, and when you're done merge all
the parts together into a uniform document.
With a word processor, you can tinker with
text. Shape it. Moid it. It's like the difference be-
tween sculpting in clay or sculpting in marble.
Sure, you might be thinking, that's a writer's
point of view. But what can word processing offer
to the average person?
Plenty: you don't have to be a novelist or a
journalist. Letters to Aunt Maude are enough.
People are always asking what home computers
are good for besides playing games, and word
processing is one of the answers. If you can type,
you can type better with a word processor. And if
24 COMfUTH April 1983
you can't type, you need a word processor even
more. |
For a minimum extra investment, that home
computer beneath your fingertips can be turned
into a word processor that only a few years ago
would have cost $5000, S10,000, or even S20,000.
The first word processor I used cost my newspaper
several thousand dollars, lacked any disk or tape
storage of its own, had rather crude editing func-
tions, and contained only 2K of memorv for text.
The home computer I now use for word processing
cost less, does more, and holds almost 16 times as
much text.
Word processing is one of the most powerful
applications you can implement on a microcom-
puter. That's one reason why there are scores of
programs to choose from. Which is best for you?
Here are some things to think about.
Fundamental Features
Word processors are descended from text editors.
Sometimes the terms are used interchangeably,
but the phrase "text editor," when applied to a
writing tool, is becoming less common.
Basically, text editors started out as utilities
for editing programs. Programmers created text
editors to help them modify their code before
cursor keys and full screen editing became stan-
dard. Eventually, someone got the idea that writ-
ers could use the text-manipulation features to
edit their prose. Since English has little in common
with FORTRAN, more features were added to
text editors to make them easier to use, especially
since most writers at the time knew nothing (and
probably cared less) about computers.
At first, writers did not have much say about
what features a word processor should have.
That's why some writers and typists were turned
off by their contact with the early word processors.
The short history of word processing has often
been a struggle between what writers would like
to have and what programmers think writers
would like to have (few people are accomplished
in both fields).
Since today's word processors owe their
WORD PROCESSING
HAS NEVER.BEEN SIMPLER
hool reports...
'^•3ls..,teim paper
Jler writing
ink Street
' nos...
;an novel
Ishort '^
]Hng bi
i novel...
f f
T
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word processor, with many of the advanced features you'd
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way. h's everything you're ever
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Here are just a few of its many
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functions with password pro-
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Bnaderbund's Bank Street
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* Automatic centering and
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Hardware requirements* Apple version requires Apple 11 or
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^Braderbund Software
1938 Fourth Street, San Rafael, California 94901, Telephone (415) 456-6424
Apple is a registered trademark of Apple Computer, Inc. Atari is a regtstcrcd trademark of Atari, Inc.
parentage to text editors, there is still some family
resemblance. For example, some word processors
are line-oriented. Generally, the editing is done on
lines of text, rather than on words. Often the edit-
ing in a line-oriented word processor is done in a
different mode, apart from the writing. This is a
holdover from the davs of text editors, since pro-
grams are written in distinct lines of code. Many
writers find word-oriented word processors more
natural, because individual words - not lines -
are the building blocks of English.
The ability to translate
thoughts into words
without irretrievably
committing them to paper
is a great psychological
advantage for a writer.
The most basic feature of all word processors
is that they let you type on a TV screen or monitor
rather than on paper. If you make a mistake, you
don't have to back up and strike it out with xxxxx's,
or try to hide it with messy chalk correction sheets
or white fluid. Usually you just backspace the
cursor, erasing what you mistyped, and then
type it again.
But this is more than merely a way to banish
errors. The ability to translate thoughts into words
without irretrievably committing them to paper is
a great psychological advantage for a writer. A
sentence can be experimentally worded several
different ways, and the awkward versions
discarded.
There is a minus side to this feature. Since
the words on the screen are not permanent, a
sudden power failure (or even a split-second
"wink") can wipe out everything you've written.
The solution is to occasionally save your text to
disk or tape, especially if it's important or hard to
reconstruct.
Another universal feature of word processors
is the ability to go back in your text and insert
words, and even whole sentences or paragraphs,
if you have second thoughts. Transitions can be
smoothed, ambiguities clarified, rough edges
polished. You can also go back and delete words,
sentences, and paragraphs. To do these things on
a typewriter, or when composing text longhand,
you'd have to resort to striking over, crossing
out, jotting in margins, and recopying the whole
page to get a neat finished product. With a word
processor, you do all your tinkering on the screen,
26 COMPUTB April 1983
and simply print out a neat copy when you're
done.
Advanced Features
You can, of course, do very crude word processing
without buying a word processing program at all.
Using the built-in screen-editing functions found
on nearly all home computers, you can write your
text in a series of PRINT statements in BASIC, get
everything just right, and then print it out.
You could also try programming a simple
word processor in BASIC, perhaps storing the
input in strings which are then PRINTed out.
Program listings for BASIC word processors
also have appeared in magazines, including
COMPUTE!
But for lots of writing, there are definite ad-
vantages to commercial word processors (when
we say "word processors," we're speaking here
of word processing programs for home/personal
computers, not the dedicated, or single-purpose,
word processing machines found in manv offices).
The best commercial software is in fast, efficient
machine language and offers many advanced
features. Some features to look for:
• Block Move. What if a sentence, paragraph,
or even group of paragraphs somewhere in your
document would work better somewhere else?
Such as at the top, or maybe the end? A block
move function replaces old-fashioned cutting and
pasting. You can define a "block" of text and move
it anywhere you want. Usually there is a limit on
how much you can move, but you can move large
sections in smaller chunks. Journalists like this
feature because it lets them juggle the elcnicnts of
their articles.
• Headers/Footers. A header is a short line of
text which is automatically printed at the top of
each page, and a footer is automatically printed at
the bottom. For example, articles submitted to
COMPUTE! for publicaticm require a header atop
each page that includes the author's last name, a
one- or two-word article title, and the page
number, such as "Smith/Memory Map/4." Most
word processors allow you to define such a header
(or a footer) once at the beginning of the docu-
ment, and then automatically print it on each
page.
• Page-Numbering. Sometimes this is called
pagiimtiou, a term which more properly means
something else (see below). Page-numbering
means simply that pages will be automatically
numbered if you wish. Often you can place the
page number in a header or footer, or start from a
number other than one (handy when adding
something to an existing document).
• Pagination. Some people need to know
exactly how the text will appear on paper. Perhaps
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the document contains columnar charts, or sub-
headings, or footnotes, or figures, which cannot
be broken across two pages. Usually onlv expen-
sive, dedicated word processing machines have
screens which exactly simulate a sheet of typing
paper. On other systems, especially home com-
puters with less than 80-coIumn wide screens,
some advanced word processors allow the docu-
ment to be "printed" to the screen, just as if the
TV were a printer. This gives a preview of how
the paper will appear. A word processor with
pagination shows exactly where each page
"breaks." If the break is undesirable, vou can re-
format the document, perhaps by changing the
margins, and try again. If the format of documents
is important to you, these features will save lots
of paper.
• Text Buffer. This is a section of memory in
which you can temporarilv store a block of text.
When you need it, you can recall the block and
insert it anywhere in the document. Often this is
separate from the buffer which handles block
moves, but some word processors use one buffer
for both functions. Sometimes buffers are used to
rapidly delete large sections of text; the text is
stored in the buffer and erased with a "block de-
lete" or "erase buffer" command.
• Chained Files. Sometimes a document will
be too large to fit into the computer at once. The
solution is to write the document in several parts,
saving each one to disk or tape separately. A word
processor with file-chaining allows you to print
the entire document as if it were one piece. Some
programs do this automatically; when the end of
one part is reached, they load the next part and
continue printing. Others require you to supervise
the operation anci issue commands yourself.
• Merged Files. This powerful feature lets you
assemble a document on the screen from several
parts stored separately on disks or tapes. You
could write something in bits and pieces, as the
mood strikes you, and fit it together later. Or you
could create form letters, storing frequently used
paragraphs and merging them as needed with
whatever's on the screen. This is a real labor-saver
for lawyers and businesses. On some word pro-
cessors, it's as easy as positioning the cursor at
the bottom of the screen text and loading the next
file as usual.
• justification. Although your printer automat-
ically lines up the left margin, the right margin is
generally left "ragged," or staggered. Most word
processors allow you to automatically "justify," or
line up, the right margin also. This can present a
neater appearance. However, some people find
unjustified text easier to read (the typesetting in
COMPUTE! is unjustified, or "ragged right").
• Global Searcli. With this powerful feature,
you can give the word processor a word or phrase,
28 COMPUTE! Aoril19S3
and it will search through all the text and find
every occurrence. What is this good for? Authors
love it for indexing their books. Or, if you want to
locate a particular sentence or section in a very
long document, you can use the search function
to find a word which you know appears there. In
combination with the Replace function described
below, you can make quick, repetitive changes to
long documents.
• Search And Replace. Let's say you've written
a long document in which you refer dozens of
times to someone named "Smith." Then you dis-
cover that Smith spells his name "Smythe." You
could spend an hour trying to track down every
Smith yourself, and you'd probably miss a few.
But with Search And Replace, the word processor
does it for you, in seconds. It automatically
changes every "Smith" to "Smythe." Some word
processors pause each time they find the target
word and ask if you're sure you want it replaced.
That way, somebody else referred to in your docu-
ment who really does spell his name "Smith"
won't have his name misspelled, either.
• Horizontal Scrolling. Because the typical TV
cannot clearly display more than 40 characters
across a screen, virtually all home computers de-
signed to work with TVs are limited to 40 columns
or less. (There are 80-column adapters available
for some computers, but they require a special
computer monitor.) Since a standard sheet of
typing paper accommodates up to 80 characters
per line, what you see on the screen is not what
you get on paper. To get around this, some word
processors offer horizontal scrolling. The entire
screen moves horizontally, right to left, as the
cursor bumps against the right screen margin. In
effect, the screen is a moving "window" looking
onto a wider document. Some word processors
scroll up to 140 columns horizontally, which is
useful for business charts. The Atari Word Processor
uses horizontal scrolling, and Commodore plans to
market something similar for the Commodore 64.
• Parsing. Also known as word lorapping. On
word processors, unlike typewriters, you can't hit
a carriage return key at the end of each line. In-
stead, you just type continuously, pressing RE-
TURN only at the end of paragraphs. When you
reach the end of a screen line, some word proces-
sors break the last word wherever it happens to
bump against the right screen margin. This leaves
random word fragments at the beginning and
end of each screen line. (The printer, of course,
ignores this and prints the word whole.)
However, they instantly "jump" the word
down to the next line as you type. The text appears
on the screen "ragged-right." This is a highly
personal feature. Some people say that parsing is
distracting and wastes screen space; others believe
that parsed, unbroken words are easier to proof-
You need more
than ABC, BPI, MAS,
EEC, EBS, XYZ...
Workhorse solutions
for tough questions.
There are lots of bcwkkeeping and business systems for vour
Commodore computer Mayte they all seem about the same. .y
Ours is different: real tiusiness software for real ,t-/
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When professional computer dealers who were
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inundated. We got practically everything — BPI,
EBS, MAS — just about everyoneS.
We have general ledget; accounts
receivable, accounts payable, payroll, inventory^
mail list management and much more.
There are special packages for oil
accounting, chumh records,
encumbrance accounting, phanracy
management etc.
You will like our user-defined
reports. You dedde what your
Balance Sheet P&L Budget
Analysis, etc., will look like.
ffyou have purchased a
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complete line of business
software for the '64. This
software is no rinky-dinK rip-
off software that is an upgrade'
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boys.
You have purchased the right
computer when you bought
Commodore. Now do it again. Buy
the right software. Buy it from the right
place: your professional computer dealer
Thats where you'll get the help you need
as you start
Call or write for the name of the
dealer nearest you.
Dealer Hotline: 1-800-527-4548
'Commodore 64 is a registered
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read on the screen. Try both methods before de-
ciding which you prefer.
• Superscripts, Subscripts. These are the tiny
numbers printed slightly above or below the nor-
mal line of copy. For instance, the exponent in 10"^
is a superscript; H2O has a subscript. Not all word
processors can handle these.
Superscripts and subscripts are examples of
special printing functions. Others may include
boldfacing (printing in darker type), elongating
(printing in larger, stretched-out type), co)idensing
(printing in smaller type), underlining, proportional
spacing (the printer uses less space to print an I
than a W), and italics. Word processors vary in
the number of special printing functions they
support.
The important thing to remember is that the
word processor must be matched to the printer
you're using. Special printing functions are acti-
vated by sending control codes to the printer - usu-
ally by embedding special characters in your text
- and not all printers use the same control codes.
So it's quite possible that your word processor
allows underlining, but your printer does not.
Likewise, your printer might allow italics, but
your word processor might not.
This means you should carefully consider not
only the word processor's features, but also how
it works with your particular printer. If you're
planning to buy a printer and a word processor at
about the same time, decide which purchase will
influence the other. Buying a certain printer will
limit you to certain word processors; buying a
certain word processor will limit you to certain
printers. Some word processors get around this
problem by being extremely flexible. They can be
configured (modified) to match almost any printer
on the market.
Enhancements
Since word processors are becoming extremely
popular in business, a number of enhancements,
or add-on programs, are being designed to work
with them. Word processing is only one part of
today's "automated office." Microcomputers also
are used to maintain data bases, files, and mailing
lists. Some word processors for home/personal
computers also are made to work with companion
programs.
For instance, if you must regularly send out
form letters to addresses on a mailing list, why
bother to retype the addresses each time? Some
mailing list programs are designed to work with
compatible word processors. With only a few
keystrokes, you can recall addresses from the
mailing list and merge them with your form
letters.
The same thing is possible with some data
base managers. The files can be transferred to a
30 COMPUni April 1983
word processor and merged with letters or other
documents.
If you think you might need these features,
consider them carefully when choosing a word
processor. Almost always, the various programs
must be specially designed to work together.
Another interesting enhancement is a
spelling-checker program. This program links up
with your word processor, compares your spelling
to its own dictionary, and corrects any errors.
Some programs even allow you to add your own
words to the dictionary - those that you find espe-
cially troublesome, or technical words unique to
your field. Only a few spelling checkers are avail-
able for home/personal computers, but more are
becoming available.
And as if that weren't enough. Bell Laborato-
ries - the research arm of American Telephone &
Telegraph - is perfecting a program called Writer's
Workbench. This program detects and corrects all
kinds of writing errors - grammatical as well as
spelling. A companion program, diplomatically
dubbed Suggest, recommends changes.
Even more amazing. Writer's Workbench can
actually rewrite text to remove gobbledygook.
Conceivably, it could be applied to everything
from business letters to legal documents to federal
regulations.
Will this super-sophisticated copy editor-on-
ARTHUR 3rt IS
s3 ^ u der al Ihe^la or
^^ Dedlh for Desserl
:5 Transatlantic Treachery
iti Terminal Express to Victoria
DETECT VE ENCOUNTER SERIES
V C 30 with 16K Expander; cassette
SI 7 95 each
ATARI ^SK disk or casseile . S2J 95 cacti
Conviriodore 6A S24 95 each
a-disk forever solve everybody's writing prob-
lems? Probably not. As an experiment, Bell scien-
tists fed Abraham Lincoln's Gettysburg Address
through Writer's Workbench. First, here's part of
the familiar original:
Fourscore and seven years ago our fathers
brought forth on this continent, a new nation,
conceived in liberty, and dedicated to the prop-
osition that all men are created equal. Now we
are engaged in a great civil war, testing whether
that nation or any nation so conceiivd and so
dedicated can long endure. We are met on a
great battlefield oftliaf war. Wc have come to
dedicate a portion of that field, as a final resting
place for those who here gave tlieir lives that
that nation might live. It is altogether fitting
and proper that zuc should do this.
And now the computer's version:
Eighty-seven years ago, our grandfathers
created a free nation here. They based it on the
idea that everybody is created equal. We are
now fighting a civil war to see if this or any
similar nation can survive. On this battlefield
we are dedicating a cemetery to those who died
for their country. It is only right.
That's pretty fancy work for a computer pro-
gram. But most would agree that something was
lost in the translation. It will probably be a long
while before writers are laid off by their word
processors. ©
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Air Defense
T L. Wohl
"Air Defense" is a challenging game for the 5K VlC-20,
UK Atari 400/800, iinexpanded TRS-80 Color Com-
puter, Apple 11, TI-99I4A, and PET/CBM. Look in the
article for special notes on your particular machine.
The object of the game of "Air Defense" is to de-
fend your land (at the bottom of the screen) from
falling bombs. The bombs appear at various places
at the top of the screen. As they fall, the player
must line up the crosshair of his gunsight and fire
when the bomb and crosshair are aligned. On the
VIC version press S to move up, X to move down,
<cursor down> to move left, and <cursor up> to
move right. Press SPACE to fire.
The player gets only one shot, and timing is
critical. After 20 bombs have appeared, the game
ends, and the player is given a score showing hits
and misses and a point score.
One of the unique features of the game is the
increasing difficulty factor: as the player improves
his skill, the crosshair is gradually moved toward
the top of the screen, and quicker reflexes and
improved technique are required to destroy the
falling bombs. As a reward for increasing skill,
A bomb explodes in the VIC-20 version of 'Air Defense"
(PET/CBM and Apple versions are sitnilar).
the player earns higher point values for successive
hits. In addition, the player receives a higher score
the sooner the falling bomb is destroyed.
Program 1: vie version
100 X=RND(0)
110 A=8152:B=38872!P=0:M=0:T=0:Q=0
120 PRINT" {clear} f 07 DOWNJ AIR DEFENSE
II
130 PRINT" {02 down} DO YOU NEED"
140 PRINT" {down) instructions?"
150 PRINT" {down} type 'Y' OR 'N'"
160 FOR H=1TO1000:GETD$
170 IF D$="N" THEN 380
180 IF D$="Y" THEN 220
190 NEXT
200 PRINT" {clear} {DOWNIyoU DID NOT PRESS '
Y" OR 'N' . "
210 FOR K=1TO5000:NEXT:GOTO120
220 PRINT" {clear} YOU MUST STOP THE"
2 30 PRINT" FALLING BOMB BY"
240 PRINT" explod::ng it in"
250 PRINT" MID-AIR."
260 PRINT" {down} MOVE THE CROSSHAIR"
270 PRINT" {down} *{REV}LEFT {off}: CURSOR u/d
KEY"
280 PRINT" {down} *{rI!:v}rigHT{0FF}: CURSOR L/
R KEY"
290 PRINT"{D0t«l}*{REV}UP{0PF}:WITH THE 'S'
KEY"
300 PRINT" {D0WN}*{REV)D0WN{0FF}jWITH THE '
X' KEY"
310 PRINT"WHEN THE BOMB AND THE"
320 PRINT"CROSSHAIR ARE LINED UP, FIRE BY "
PRESSING THESPACE";
3 30 PRINT" BAR."
340 PRINT" {down} PRESS ANY KEY TO START"
350 GET D?:IF D$="" THEN 350
360 PRINT" {clear} {10 DOWN} GOOD LUCKl
(1
370 FOR I=1TO2500 :HEXT
380 IFT=20 THEN 360
3 90 PRINT " f clear} " : D=INT { RND C 1) *10 )
400 T=T+1
410 E=D+7685
420 F=D+38405 |
430 PRINTP*Q*10
440 FOR 1=1 TO 200:NEXTI
450 POKE A,91:P0KE 3,0
460 GET A?
470 IFA$="S"THENA=A-22:B=E-22
480 IF A?="X"THEN B=B+22 : A=A+22
32 COMPUn! April 1983
^M
^\
*^
u««/-
^N i ALIEN BL'
.SUu»ij ^,
M^^^^
-^^r^^c^fjisi
AISAOK
FOB THE COMMOOORE V(C XO
UMI software.. .aworld of choices
A World of Fun! They're hot! They're new! The
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A World of Help! UMI has created programs to
help professionals and homeowners "take care of
business." UMI can make your life a little easier
with word processing, information storage, finan-
cial management, hobbyist programs, utilities and
communication programs — all with easy-to-
understand instructions.
A World of Choices! All programs come on cas-
settes or UMI's own durable cartridges, depending
on your selection. If you're looking for fun, or for
an easier way to manage your personal business,
look to UMI . . . the leader you can trust. UMI
products are available at your favorite computer
products store.
Dealer inquiries invited.
United Microware Industries, Inc.
3503-C Temple Avenue
Pomona, California 91768
(714) 594-1351
\? «
y I
Data 20, the company that took the VIC-20* to the
max, has now expanded their Hne of peripherals to
include both the VIC-20 and the new Commodore 64*.
Peripherals that will give you more power, more
sophisticated capabilities and all are still easy to buy,
easy to install, and easy to use. Just look
VIDEO PAK— Our VIC-20 original. Pick our PAK
to give you a computer that outperforms systems
costing twice as much. Plug our cartridge into your
expansion port, and your display instantly goes to the
industry-standard
24 hnes, with a
choice of 40 or 80
characters in the
full Commodore
character set. You
also increase mem-
ory to 20K or 70K
to handle more
sophisticated
functions— including
most 8032 software. Our
package includes a terminal
W^s ^:.wts:rf^: emulator and a screen print
xV^.-i^^fiP''''^ feature. And now with our
>\jpP^^ WORD MASTER
^f^-' software—
FREE with any
16 or 64K VIDEO PAK.
The 16K VIDEO PAK makes
your VIC the most cost-effective
system: $299.95 including 16K
or $399.95 for 64K.
New VIDEO PAK 80 for
Commodore 64. Use the
industry-standard 80-column
format on your CBM. Software
control switches from 40 to 80
characters in black and white-
and back to 40 characters in
color. VIDEO PAK 80 also
lets you take advantage of the ter-
minal emulator mode Jind screen print
feature through softwisre we include. And it's
great with word proceissing- see our new
WORD MASTER. Suggested retail: S179.95
New Z-80 VIDEO PA.K brings CP/M* com-
patibility to your 64. This exciting package gives
you all the VIDEO PAK 80 features described above.
Equally important, our
built-in microprocessor
and software give you
CP/M compatibility for
any programs formatted
for the Commodore 1541*
Disk Drive. The
possibilities are
truly awesome !
Suggested retiiil:
$299.95
New VIDEO
CABLE completes
the installaticm.
Here's the easy way
to connect the moni-
tor on yDur VIC-20
or CBM 64 system to our VIDEO
^ PAK. A must for 80 column use! Sug-
'^>-^ gested retail: S12.95
New WORD MASTER-most cost-
effective software system going.
ORB0fll
Use WORD MASTER
with our VIDEO PAKS to give
your VIC-20 features found only in
the most expensive systems. These
include a full-featured word proces- ^
sor, time manager, and mailing list
programs. The WORD MASTER is pro-
vided on tape, and can be loaded to disk.
Best of aU-it's FREE with any 16 or 64K
VIDEO PAK!
SERIAL PRINTER INTERFACE is
simple, yet sophisticated. Flexibility, contin-
uous visual monitoring of data transfer func-
tions, and easy installation make this a smart
buy for your VIC-20 or Commodore 64. A "i:^^-
glance at the statu s lights tells if the printer ^^^',-
is hooked up, if the data buffer is fuU, and if data
is being transmitted. Easily configured DIP
switches match your computer to most popular
printers. Our interface comes with cable and connec-
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virtually troubleshoots its own
installation. Suggested retail:
$69.95
EXPANSION CHASSIS
iets you use 4 cartridges at
once. Run a series of com-
patible memory, software or
game cartridges of any make
on your VIC-20. Just pop in
any cartridge with the standard 22-pin edge connec-
tor. And don't worry about your computer's power
supply— we protect it with a built-in 500ma fuse.
Suggested retail: S49.95
New MICRO EXPANSION CHASSIS for
VIC-20. Team this with our video expansion products
and software cartridges. It's a
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normal vertical configura-
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angle. This design keeps the
VIDEO PAK in it
normal position and
gives a clean, functional
layout for your hardware. Sug-
gested retail: $34.95
MEMORY CARTRIDGE
boosts VIC-20 brainpower to
20K. Here's an ideal first add-
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about headaches. Our cartridge is
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Check out our AWESOME peripherals. Ask yoiu-
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capabilities, high quality, and very reasonable prices.
Or send S3. 50 for a copy of our current catalog of
Commodore compatibles. DATA 20 CORPORATION,
23011 Moulton Parkway, Suite BIO, Laguna HiUs,
CA 92653
Commodore 64. Commodore 15'!1, and VIC-20 arc registered trademarks of
Commodore Electronics, Ltd.
CP/M is a registered trademark of DigitaJ Research, Inc.
CORPOHATION
Price/Performance Peripherals
NOW WITH FREE SOFTWARE!
490 IF A$="£rIGHT} "THEN A=A+1 : B=B+1
5 00 IF A$=" (down} "THEN A=A-1:B=B-1
510 IF A<7680 THEN A=A+22 ; B=B+22
520 IF A>8163 THEN A=A-22 : B=B-22
5 30 POKE E, 42 -.POKE F,0
540 FOR 1=1 TO 50:NEXT
550 IF E>8163 THEN GOTO 760
560 IF A=ETHEN 580
570 E=E+22:F=F+22rPRINT"lCLEARl":GOTO450
580 GET B$
590 IFB$=" "THEN 620
600 GOTO 570
610 REM BOMB IS DESTROYED
620 X=100:FORI=1TO10:POKEE,X
6 30 POKE F,0
640 P0KEE+21,X
6 50 POKEF+21,0
660 P0KEE+24,X
670 POKEF+24,0
680 X=X+1
6 90 NEXT
700 NO=210:S1=-3:DU=60:GOSUB 960
710 P=P+1
720 Q=Q+22-INT( (A-7680)/22)
730 A=A-22:B=B-22
740 GOTO380
7 50 REM BOMB GETS YOU I
760 POKE E, 32; FOR I=1T05
770 POKEE-1,188
780 POKEF-1,0
790 POKEE+1,190
800 POKEF+1,0
810 FOR S=l TO 50:NEXT
820 NEXT
830 M=M+1
840 NO=135:S1=-2:DU=100:GOSUB 960
850 GOTO380
860 PRINT" {clear} I down! GAME OVER"
870 PRINT" {03 down} DESTROYED "P
880 PRINT" {02 D0WN}MISSED"M
890 PRINT" {02 DOWnITOTAL POINTS"P*Q*10
900 FOR 1=1 TO 30: GET D$:NEXT I
910 PRINT"{04 D0WN}PRESS {rEV}p{0FF3 TO PL
AY AGAIN"
920 GET D$:IF 0?="" THEN 920
930 IF D$="P" THEN 110
940 END
950 REM EXPLOSIONS
960 POKE 36877, NO
970 FOR 1=15 TO 1 STEP Sl
980 POKE 36878,1
990 FOR DELAY=1T0DU:NEXTDELAY:NEXTI
1000 POKE 36877, 0:POKE 36878,0
1010 RETURN
Atari Notes
Program 2 will run on any 16K Atari 400/800. Pro-
tect your multicolored city (designed by Harry
Blair, COMPUTEI's illustrator) from falling bombs.
Move the crosshair with your joystick to intercept
the bomb before it lands. You receive more points
the higher up on the screen you intercept the
bomb. The game ends when the city is finally
pulverized.
A Velocity Stick
You'll probably notice that joystick response is a
36 COMPUTE! April 1983
little odd. When you move it just a bit, your cross-
hair moves finely. But when you continue pressing
it in a certain direction, the crosshair really takes
off. This type of joystick response is called a vt'locit]/
stick, or more accurately, an acceleration stick.
A velocity stick lets the player have fine con-
trol over his marker, but automatically speeds up
response when the stick is pushed long enough.
It's like the gas pedal in a car. A true acceleration
stick would also coast a while when you let go,
but not in Air Defense.
This game was an experiment of sorts. Among
the novelties are realistic multicolored characters
in IRG mode 5 (see the Atari Notes for "Thimder-
bird," COMPUTE!, Januar\' 1983, #32), and a mul-
ticolor player (the airplane) formed by overlaying
two players to get three colors.
Of course, some machine language is neces-
sary to move player/missile graphics (unless you
use strings). A small routine moves players zero
and one (the airplane) in tandem. BASIC is too
slow to use two POKEs without some flicker. The
other routines are more interesting. QUIKMOVE
moves a series of bytes from one position to
another. It is used here to move the shapes for
the explosion (stored in the character set) into
player four. It can only move up to 255 bytes,
PMG ML Routine
PMOVE is responsible for moving a player any
number of spaces up or down. It does this by
"scrolling" the player memory strip the number
of specified times. It can move the player down
the screen as many as 127 times, and move it up
by adding 128 to the number of moves you want
to go up (it makes more sense in machine lan-
guage). It will only move the player vertically;
and, if you move too much, the player will disap-
pear (a good way to clear out a player is to move
it 0 bytes, which is really 128 bytes). It's used in
Air Defense to move the crosshair.
The syntax for SPOKE (Simultaneous POKE)
is:
XX = USR(1719,N)
N is the new horizontal position of players zero
and one.
The syntax for QUIKMOVE is:
XX = USR(1729,FROM,TO,LENGTH)
FROM = source address,
TO = destination address, and
LENGTH = number of bytes to move.
The syntax for PMOVE is:
XX = USR(1664,ADR,N)
N is either 1-127 to move the player down, or 129-
255 ((1 - 127) -I- 128) to move the player up. ADR is
the address of the player's first byte (player zero
would be PMBASE-l-512 in double-resolution).
Products for VIC 20® and CBM64
®
SOFTWARE
Word Wizard For The Vic ZD'--(RequirBS at least 8K memory expansion) A user
friendly WORD PROCESSOR wltti optional joystick control. Easy edit and string
manipulation commands that follow tlie standard formal Full use of function keys for
ease of use. 100% macfiine language witti Delete Word, Search functions and Full
Justification. Use VIC Graphic printer, or any Centronics compatible printer connected
to the user port. On Tape (supports disk). S34.95.
ZAPt-Climbing ttie corporate ladder could be fun except for all that falling paperwork
This Hires arcade type game allows up to 4 players to advance through each floor and
change levels to scale the corporate ranks. Be careful, it's easy to be ZAPPED!
CARTRIDGE for VIC 20,- SZ9.95
Bomtier INord-A unique graphic word game on cartridge that provides Mie lull thrill of
arcade action. Complete with six modes of play options (or added enjoyment Play
against the computer or another player 6 to adulL For VIC 20'. S29.95.
Tic Atlack-A fast action arcade game on Cartridge that challenges all of your
dexterity. Written in machine language for special audio & visual effects. Over 100
levels of play. High score indication. For VIC 20". SZ9.95
Dol-A-Lol-As you wander through the maze of life collecting Berries, you happen upon
some magical fruit. Pick one and the treasures appear, but the Meanies are out today
looking to spoil your fun Defeat them and continue on to a higher level. An ever
clianging maze plus arcade type animation and sound will provide a real winning
CARTRIDGE for the VlC 20-. S29.95
Triple Play- Three word games that are both fun and educational. The games that are
included are CROSSWORDS (requires at least 8K expansion). Five complete puzzles
are included and each puzzle hasup to 100 different words. CRYPTO-SOLVE will help
you solve those cryptic messages found in newspapers, books, and magazines with a
Dealer and Distributor
Inquiries Invited
MOTE We solicit hardware and sollware ilems lor the VIC 20 ' and CBM 64 - , Royallies, license lees, or outright purchases
can be negotiated. CBM 64' & VIC 20' are Registered Trademarks of Commodore Business Machines Inc.
systematic computer technique. Included are approximately 50 different
puzzles. You can even enter your own cryptic messages, HIDDEN WORDS will
display a matrix of seemingly random letters on the screen Upon closer inspectioa
you will be able to find many words. Included are appmximately 25 different puzzles.
For VIC 20- ONLYSZ9.95forall3
Skttci) Pad S Ctiar-GEn-This hi-resolution drawing program will allow you to draw
pictures in detail. Use either the keyboard or optional joystick, A fill command will
allow you to fill a block and other commands allov/ you to easily clear the screen. Yon
can also save and load pictures, Char-Gen is a simple to use custom character
generator that will allow you to design different characters for each printable key on
the computer. This program is an excellent device to design game creatures, foreign
alphabets, secret symbols, or other special characters. One set is included and you
can make and store others quite easily. Both for VIC 20' ONIY SZ4.9S
HARDWARE
Expand- 0- Ham- IB K. Expansion Board tor the VIC 20' with reset memory write
protect, full memory allocation, plus TWO expansion slots. Like having 2 products in
1. Can even be used as a cartridge development system. SI 19.00
yniyersal Tape Inlerfjce & Duplicator- (Use on the CBM 64' and VIC 20-). With this
device, you can easily load, save or even duplicate tapes easily with your recorder.
Full 3 LED indication of Data transfer makes this the most reliable way to Load, Save
and Duplicate A complete I/O device with extras. f^lOTE: Duplication requires 2
recorders, Bulv S49,95
Universal Parallel Interfaces- Now you can use most any parallel Centronics' type
printer with your VIC 20 7CBfi/l 64 ' . The inexpensive model will allow you to access
your printer through the user port This cable and driver is
only SI 9,95- Our other model from TYMAC is more
extensive with graphic capabilities. Call or WW\ IPI^in
write for more information and 1 1 %|^hI U|_
prices.
iiunrE
DISTRIBUTING INC.
1342 B Rt. 23, Butler, NJ 07405
201-838-9027
Program 2: Atari version
POKE 53251 , EX: EX=EX+4» (EX<
lOO REH ■■•.■H;»>1:| M i I ■ ■ N I I pi-'J J;fa*<'TT 540
llO REH Charles Brannon 1983
120 REM 550
130 GOSUB 590:REM Initialize game
140 PLANEP0S=30: B0MBFALLING=O
150 POSITION 2B,0:IF DIFF=1 THEN ? " 560
EASY": GOTO 170 570
160 ? "hard" 580
170 K=PEEK (53279) : IF K=5 THEN DIFF=3 590
-DIFF 600
180 IF HC = PEEK <53279) THEN 180
190 IF K<:>6 THEN ISO
200 POSITION 28,0:? "<4 SPACES> " ; POK
E 53278, O i'iO
210 IF PEEK <53279) =6 THEN RUN
220 IF SELECTED>=0 THEN 240 620
230 SELECTED=INT (39»RND <0) ) : IF CITY*
(SELECTED+1 , SELECTED+1 ) =CHR« <0)
THEN 230
240 IF PLANEP0S>210 THEN PLANEPOS=30 *^30
250 A = USR C SPOKE, PLANEPOS) : PLANEPOS = P
LANEPOS+3 640
2iO IF INT ( (PLANEPOS-48) /4) =SELECTED
THEN YP0S=3: BOMBFALLINe=l
270 IF NOT BOMBFALLING THEN 300 650
2BO COLOR 32:PL0T SELECTED , YPOS-D I FF 660
: COLOR 64: PLOT SELECTED , YPOS 670
290 YPDS=YPOS+DIFF: SOUND O, YPOS, 2, 4:
SOUND 1 , YPOS, 10, YPOS/ 1 . 4: IF YPOS
>21 THEN 450
300 ST=STICK <0> : GOSUB 400: IF ST=15 T 680
HEN VEL=0 690
310 VEL = VEL+1: XD= (PTRIB (0> -PTRIB CD)
«VEL
320 PX=PX+XD:IF PX<46 OR PX>200 THEN 700
PX=PX-XD 710
330 POKE 53250, PX
340 YD = VEL*(-(<ST=14) + (ST=10) + <ST=6>
) + ( <ST = 9) + <ST = 5) + (ST=13) ) ) 720
350 IF YD=0 THEN 210 730
360 POKE 77, 0: PY=PY+YC : IF PY<32 OR P
Y>96 THEN PY=PY-YD : GOTO 2iO 740
370 D=YD:IF D<0 THEN D=i28-D
380 A=USR <PMOVE, P2, D)
390 GOTO 210 750
400 IF PEEK <53254)=0 THEN RETURN
410 EX=PX: EY=PY: GOSUB 490:C0L0R 32:P 760
LOT SELECTED, YPDS-DIFF: BOMBFALLI
N6=0: SELECTED=-1
420 SCORE=SCORE+ (22-YPOS) »10: POSITIO 770
N 28, O:? SCORE;
430 PX=140*RND <0) +4B:P0KE 53250,PX 780
440 POKE 53278, 0:POP : GOTO 210 790
450 EY=104; EX=SELECTED«4+44: POKE 532 800
59,1:C0L0R 32:PL0T SELECTED , YPOS BIO
-DIFF: GOSUB 490: POKE 53259,0: POK
E 53278,0
460 BOMBFALLING=0: CITY* <SELECTED+1 , S 820
ELECTED+l )=CHR* <0> : SELECTED=-1
470 HIT=HIT+1:IF HIT=39 THEN 1020;RE
M TOTAL DESTRUCTION 830
480 PX=140*RND (0>+48: POKE 53250,PX:G B40
OTO 210 350
490 REM DO EXPLOSION IN PLAYER 4 860
500 REM AT POSITION EX , EY
510 POKE 53251 , EX: EP=P3+EY:PDKE 5325 870
0,0 8B0
520 FOR 1=1 TO LEN(EXPL«) 890
530 POKE 707, PEEK C53770) : IF FINAL TH 900
CHSET+ASC (EXPL* ( I
EN
)
A=USR (QUIKMOVE,
) > «B, EP, 7)
SOUND O, I«5 + YPOS»2, O, 13-I+FINAL*
2: SOUND 1 , I » 1 0 + F I N AL « 1 00 , 0 , 6 . 5- I
/2
NEXT I:POKE 53250, PX
RETURN I
END '
REM i»^:N**f:1^»»-^;Ti*<0:»
DIM EXPL«(2 0):EXPL*<1) =CHR* < 15) :
FDR 1=2 TO 6: EXPL* < I ) =CHR* (24+1 )
:NEXT I:EXPL«(7)=":<=>?";EXPL*(1
2) =CHR* (0>
CHSET= (PEEK ( 1 06 ) - 1 6 ) « 256 : I F PEEK
(CHSET+8>=21 THEN 630
GRAPHICS 2+16: SETCQLOR 4,9,4:SET
COLOR O, 1 , lO: POSITION 5,5:? #6;"
PLEASE WAIT":GOSUB 1120:G0SUB 86
O
SPOKE=1719:QUIKMOVE=17 29: PMaVE=l
664: DIFF=1
GRAPHICS 0:POKE 756, CHSET/ 256 : SC
R=PEEK<88)+256«PEEKC89):SETCOLOR
4,1,10: POKE 559, 0
DL=PEEK (560) +256 « PEEK (56 1 ) +4
POKE DL-1 , 6+64: POKE DL+2,6
FDR 1=3 TO 22:P0KE DL+I,4:NEXT I
:PDKE DL+I,5:P0KE DL+ I + 1 , 65 : POKE
DL + 1+2, PEEK <560) -.POKE DL+I+3, PE
EK(561)
DIM CITY«(39)
CITY*=" ! B»*X&' <)» + ,.-»««<«')« + '!(
).-#!(■/-*' IB*' ,." : POSITION O, 21 : ?
CITY*;
POSITION 5,0:? " h\4i^/i^ji^li^="
PMB=PEEK<106)-16: PMBASE=PMB«256 :
P0=PMBASE+512: Pl=PO+128: P2=P1+12
8: P3=P2+12S
PY=60: PX=127: OY=PY
FOR 1=0 TO 3:POKE 53248+ I , O : NEXT
I
POKE 53277, 3:P0KE 54279 , PMB : POKE
53256, l:PbKE 53257, IrPOKE 53258
jO
FOR 1=0 TO 3; A=USR (PMOVE, PO+I «12
8.0): NEXT I
RESTORE 7B0:F0R 1=0 TO 7:READ A:
POKE PO+I+22, A: NEXT I : FOR I=0 TO
7:READ A:PokE P 1 + I +22 , A : NEX T I
FOR 1=0 TO 7:READ A:POKE P2+PY+I
,AsNEXT I
DATA 0,0.126,127.63,0,0,0
DATA 176,216,0,42,0,24,48,0
DATA 0,8,8,54,8,8,0,0
POKE 53250, PX : POKE 623, 33: POKE 7
04,20:P0KE 705,3»16+2:PQKE 706,3
O
SETCOLOR 0, 7, 6: SETCOLOR 1,15,4:3
ETCOLOR 2, 6, 10: SETCOLOR 4,0,0:P0
KE 559,46 ' j
RETURN I
GOTO 830
GOTO 850
RESTORE B70:F0R 1=1664 TO 1752:R
EAD A:POKE I,A5NEXT I : RETURN
DATA 104,104,133,204,104,133
DATA 203,104,104,170,48,20
DATA 160,126,177,203,200,145
DATA 203,136,136,16,247,169
3B COMPUni Apiil19S3
Exterminator By Ken Grant
Just about as action-packed and
complex as is nufisically possible in
your standard 5K VIC 20. This ex-
tremely well-written, maciiine code
game is invariably praised by cus-
tomers and has been called the sec-
ond best tape game made for the VIC
of 1982 (oh, no, not by us, we don't
agree with that opinion). Rapidfire
from the bottom of the screen at
moving insects and creatures . . . any-
thing that moves, and even anything
that doesn't. Just don't be overrun by
any or all. It's as much fun the hun-
dredth time you play it as it was the
first. This game plays stick or key and
runs in standard 5K VIC 20.
3-D Man Not just another eat-the-
dots-in-a-maze game, this! Though
you find yourself in an edible dot-
littered floor plan that may seem
vaguely familiar, we guarantee you
have never looked at it from this per-
spective (eye level) before. The dots
diminish into the distance as you
race down a hallway eating them one
after the other. The dot-remaining
counter on the right clicks downward.
Race through a 4-way intersection
and whoops! Head to head with one
of the ghosts that haunt these halls!
Back quickly on the stick puts you
facing the dotless hall you just
cleaned out when . . . another ghost!
A quick left turn into that Junction
saves you, but in the confusion
you've lost direction momentarily
and must check the miniature radar
plotting screen to set things straight.
. . . Definitely, an ordinary maze game
this one is not. 3-D fvlan requires a
joystick and at least 3K extra mem-
ory.
Racefun Extensive use of multi-
color character graphic capabilities
of the VIC make this game very ap-
pealing to the eye. Fast all-machine
language action, quick response to
the stick or keyboard-controlled
throttle, combine with the challenge
of driving in ever-faster traffic to
make it appeal to the rest of the body.
Plays joystick or keyboard.
Antimatter Splatter! a more
dastardly alien could scarcely be
found than one who would wipe out
an entire civilization by dropping anti-
matter anti-canislers, right? If your
opinion of this alien troublemaker is
the same as ours, probably your first
thought was, get some matter! We
say calm down! All is not lost. A
mobile rapid splatter cannon capable
of both breaking through his standard
alien moving force fields and laying
waste to the ever-increasing number
of anti-canisters is even now hovering
above us. If only our cannoneer
hadn't called in sick. ..say, what are
you doing today? Anti-Matter Splat-
ter is 100% machine language and
runs in standard 5K VIC.
nUFEKOP
P.O. Box 156, Shady Cove, Oregon 97539-0156
C.O.D. Orders...call (503) 878-2113
Mastercard and Visa cards accepted
Ask for our new FREE catalog I
NOW: Two for the 64!
Call, write, cneck yout stores and watcti our ads!
Defender on Tri As pilot of the
experimental Defender-style ship
"Skyes Limited," you are the only
hope for an advance party of scien-
tists trapped in ancient alien sphere
which suddenly (heat from collision
course with sun presumably— G.E.)
came to life. Four screens worth of
unique defenses, on-off shields, fuel
deposits, alien treasures, running
timer, energy, score and very nice
graphics display make this one that
does not quickly wax old. Defender
on TRI requires at least 3K memory
expander, but will run with any
memory add-on (8K, 16K, 24K, etc.) we
have come across.
Alien Panic Standard 5K VIC
20/combination stick & keyboard.
This arcade-type game pits you
against time and an alien on a six
level construction sight with ladders
and pitfalls, but not to worry! You
have a shovel.
And there's more...
Rescue From Nufon Adventure M2.95
Collide Crunch M 2.95
Vikman Classic M2.95
Search Challenging M 2.95
VIC la i Irsdamarh of CommodO'e B(J5messMacnines.lnc.
910
DATA 0,168,145.203.202.208
<?20
DATA 237,96,41 , 127, 170, 160
1 190
930
DATA 1,177,203,136,145,203
940
DATA 200,200,16,247,136,169
1200
950
DATA 0,145.203.202,208,237
960
DATA 96.104,104,104,141,0
12 10
970
DATA 208,141,1,208,96,104
980
DATA 104.133.204,104,133,203
1220
990
DATA 104,133,206,104,133,205
1230
1000
DATA 104,104,168,177,203,145
124 0
1010
DATA 205,136,16,249,96
102O
REM TOTAL DESTRUCTION
1250
1030
POKE 53259, 3: PX=0: EY=104; FINAL=
1:FDR L=l TO 4 : E X = 1 OO »RND < O ) +32
1260
:GOSUB 490:NEXT L
1270
1040
POKE 53277, O: FOR 1=0 TO 2: POKE
53261+1 , 0: NEXT I
1280
1050
GRAPHICS 3+16:F0R 1=0 TO 3:X=19
:FOR Y = 0 TO 1 1 : X = X- 1 : COLOR 3«RN
1290
D (0> : PLOT 19-X«RND CO) , 12-Y:CDLD
1300
R 3*RND(0)
1310
1060
POKE 70a, PEEK (53770) : POKE 709, P
1320
EEK (53770) : POKE 7 10, PEEK (53770)
1330
:POKE 712, PEEK (53770) : SOUND 1,1
134 0
00+ I «10,0, 15-Y/2
1350
1070
PLOT 19+X*RND (O) , 12-Y: COLOR 3*R
ND(0):PLOT 1 9- X * RND ( 0 ) , 1 2 + Y : COL
1360
OR 3*RND (O) I PLOT 1 9 + X t RND ( O ) , 1 2
1370
+Y: NEXT Y: NEXT I
loao
FOR W=l TO 100:P0KE 712,PEEK(53
770) : NEXT M
1380
1090
FOR 1=0 TO I:SOUND I,0.0,0:NEXT
1390
I
1400
1100
GRAPHICS 0:POKE DL+ 1 O , 7 : POS I T IO
N 5,9:7 "SCORE: "; SCORE;
14 10
1 1 iO
SETCOLOR 2,4,0:F0R W= 1 TO 100:P
QKE 712, 4B+14«RND (0) : NEXT W:RUN
1420
1120
FOR 1=128 TO 207:P0KE CHSET+I,P
EEK (57344+1 ): NEXT I : FOR 1=264 T
1430
0 471:P0KE CHSET+ I , PEEK ( 57344+ I
1440
) : NEXT I
1 130
RESTORE 1170
1450
1 140
READ At IF A = -l THEN RETURN
14 60
1 150
FOR J=0 TO 7: READ B:POKE CHSET+
1470
A«a+J.B:NEXT J
1480
1160 GOTO 1140
1170 DATA 0,0,0,0,0,0,0,0,0
IISO DATA 1,21,21,55,21,183,149,183,
1490
1 49
DATA 2,0,8,40,170,170,170,166,1
66
DATA 3,85,85.125,85,125,85,125,
85
DATA 4,80,82,242,82,242,82,242,
90
DATA 5,0,1,1,17,17,81,101,105
DATA 6, O, 0,0, 80, 234, 234, 234, 238
DATA 7,80,80,80,89,189,189,189,
189
DATA 8,170,186,238,186,238,186,
238, 170
DATA 9,0,80,90,90,95,95,127,127
DATA 10,10,138,139,74,75,74,75,
73
DATA 11,168,168,184,168,184,168
, 186, 170
DATA 12,0,0.0,0,85,170,187,170
DATA 13,16,20,92,84,94,85,93,85
DATA 14,0,0,0,0,168,84,116,84
DATA 15,0,0,0,24,60,24,0,0
DATA 26,0,0,24,60,60,24,0,0
DATA 27,0,0,60,126,126,60,0,0
DATA 28,0,56,124,254,124,56,0,0
DATA 29,24,60,126,255,255,126,6
O, 2 4
DATA 30, 60, 126, 255, 255, 255, 255,
126, 60
DATA 31,126,255,255,255.255.255
, 255, 126
DATA 32,0,195,235,40,40,20,0,0
DATA 59,126,255,255,231,231,255
, 255, 126
DATA 60, 60, 126, 24 7, 199, 22 7, 2 39,
126, 60
DATA 61,60,102,219,189,189,219,
102, 60
DATA 62,66,153,36,66,66,36,153,
66
DATA 63,60,102,195,129,129,195,
102,60
DATA 64,8,8,20,99,20,8,8,0
DATA 65,0,0,126,127,63,0,0,0
DATA 66,176,216,0,42,0,24,48,0
DATA 127,16,24,28,30,30,28,24,1
6 I
DATA -1 I
III the Atari version oj "Air Dcjt'ii:^c," a uuilticolorcd jet
drops bombs as you maneuver your defeuding crosshair.
10 COMPUTl! April 1983
TRS-80 Color
Computer Notes
Program 3 will run on unexpanded Color BASIC.
Instructions are displayed when you RUN the
game. Try to intercept the falling bombs with
your crosshair cursor, and press the red fire button
when they intersect. The higher up on the screen
you detonate the bomb, the more points you
receive.
Program 3: TRS-80 color computer version
1 OO ' Milgti;: MilSIillDai
1 lo ' fTwwT. i>i=«j^:aii
120 CLS:PRINTS>10, "GHE [agaiC:a3":PRINT
130 PRINT"SAVE YOUR CITY FROM FALLING
140 PRINT "BOMBS. USE THE RIGHT JOYS
t
i=i
I it^ iier«cf tradcnuTk ol ATARI tnc. ■ VfC-TO ii 3 regiii»ed rtdtAurk oi Cotitmoiot* ■ APPLE Ha crulflnufk q1 APPLE ConiAitv* Ik
FOR ATARI 400/800* ■ VIC-20'
SINCLAIR/TIMEX* • OSI ■ APPLE* PET/CBM
ELCOMPPUBLISKINfi.lNC.
53 Rtdmtk Ljne. Pomona CA 91J6S/USA
Plione 1714] 623S314
P^Rvfnt: ChKk. n>on«y oidit. VISA. M«t« Qui^,
Oid*r) (rani ouliidt USA: mM 1&%ihiDpii>;
CA r*»4*.^U KM G.fi K t».
K
ATAni BASIC - LMming by Uiirtg
An exnlienl book for th« beginirer. M3«%v
tho'i pfogrsmi HUd (earning eTerciai.
Order fVo.lM &7.S&
aan« lor Utt ATAtll Cwiaputvr
Thii booh dilcriEMi ibvanMil ^^t^i^-
lurv) itriviiquM II k« plaync -mill III-
griphin vna ma ol tna htidwarnHnrgimn.
ConUini m*n^ iMdv-tOiriin piogrAmt in
BASIC ind ont u[l»d GUNFtGNT \n
mithpnl lai^Md*.
OrdifNQ. 162 &7.S5
Ko*if 1& prusram yowr ATARI hn BBD2
fliKhine langjage
The lubifici tit (his boofc ij lo twch vw
how TO program youi ATARI cotnpUisr
in GM2 (OKhirie l4n9J99a, Conia^nt i
liSr^n <roir*cvwi pl piograms,
OrdwrNo 169 EB.K
Progfam Dwcrlptioni (ATARI)
Ordg> ho. 173
FOnTH on tha ATARI-
UiKnfl.Drdar-No. 170
mlog bf
S7.9S
Booki * Softwir* fof VIC-ZU (nquirai
3K RAM Ei».)
WMclpFocnia<..9K RAM- <ia7D
Wjilins LJi1_ 1«K RAM ± 4S^
TrHAirwVICsfbmtil ';'176
TICTACVIC -4B30'
GAHtPACK, llSganml =4831
Dual Joyclick tnrtFucl. ~SB35
tNPUT 'OUTPUT Pn>y s 41
S19.9S
EU95
£ »J>5
£ $.»
SUJS
£ 9S5
E 9j9«
E19^S
£ 9^5
K 9.95
Uninnal EiiparirTMntai Boanl tpr Ihf
VIC-M - ISjw mon»^ with ihif yatt
board] Thu. booid pliisi ngn: inio ths
etcHnsTon itol ot tifi VlC'20. T^v bQ«d
containj 4 Urg* praio'VP'ng »rta lor vour
awn drofit dwi^ «id an^arukm. Tha
conttfsjcilaft snicte ifvwri you h<w to
build '/ou- osvn Tti RAU eKpvider and
flOM-Uwtf.
Otd4r No. A344 S1«.9S
Sottwwn tar SINCLArR U-Sl vid
TIM ex low
Machirx Langu>g« Monitor
Older N<a. 2399 B9.96
Mailing Liii #2390 SI 9.95
Microco'nputEr Hard a ire
Handluok :&15 paqei)
popubv rrMcropfuceuon'
and JUppon chip)
A MUST for the tiatdwiPe
Quff,
Ord«Na.23 £14^
Care and FMdmg al i!h Comnwdote PET
tij.Ki t'lapwri tj^DT'ng PET htnSvari!.
l.-icludti repair ana ihut4i)ong tnlormaiion
Pr&j'inrmTg DJdti end i£h«m«ict
Qi^-^a. ISO S9.9S
CvR^x Sound (jHivalion
rJev-. revijKJ! jpptictlicra manuoT for Ihc
Texu IrtiirucTwnU SN 76477. Con^pjex
Sound Oenerator.
Ord«f-Na. l&t SG.9&
SK Microioft &ASIC Rrfervntv Mmwi)
Ord« No. 1&1 S9.95
Ord*TNa 1&2
Sooki roi OSI
Th* Firtf Book o( OHIO )i 157
Til* SacorJ Book a( OHIO = l&B
Ttw T>iird Bookor OHtO s. igS
The Foonh Book Of OHIO =IE0
The Fifth Book of OHIO A1S1
thcojstoniDpplc
C7^
t7.9S
S735
BanbosfdtfrotnttMCuiUHTi APPLE Book
f 6502
:hiiKl^ngu3ge
PET CBM
6572 I/O Board
EPflOM BuTMf
BK EPROM/HAMBcurd
Proratvping board
Sloi ropcatir board
^ees E 39.00
^607 E49J»
:&l» EZ3.CKr
f^S04 EZO.{»
?S« S49.O0
Onter TWO bo«^ and 0M thi boah FnECl
Th CitflHn Applt * OflMr
Myifjiriti — A ctMngaiiU quNfe
Id nnton^fZiVig th« Apple Soft-
v(£ie SKI Hardwarv.
Otdtf ^0.680 S24.K
He ilw ttock the tooidi
which ar* uiad In tha booh
"The CudDrn A()flla„.""
Ibira boaidiL
^'ogiamniifi^ in S&33 Mathma
Lanjuasa on yMW PET * CBM
3 oomplaia EdiLO<''Aiiafntil*ri
ISoLJT^ eo^ 3 h«ii^^mji - det>
cripiton plus a poivfrful
mjchina tins-jige moniiflr
(TiaKdump) ).
Otdar-No. 1M E19.a5
AbQwa »H*(nt>l*n on e4Mtm
(Book No. 1» >nct4<MI.
Onl«e-Na.4«l? f 39 9S
Pioqidnvnirij II
machtna Uti^;j>> n>:!' :hi?
ZX-8Ma2)w TIMEX10C0.
Ortar-Ho. 174 Ibookl S9.95
Snull BuHnni PiDfrann
CompUlt liKitigi t-or tha
huii"fw« LfUt.lnv4^!arv,Jnn)t«»
>*r»lin(|L nwiltnQ lt»t int mtWh
EDITOR/ASSBffit£R
COMING SOON!
OftDER NOW I
. A Look m the future
lYEwrATARl
j (Anioiofly And hoiv !C
f tio yOLiT ffMn horatcope
cnih«ATAlT(BOai
Ordat'No. 171 £a.&&
Aitiokigv and Bt»
- ihfihm ioi ATARI
- fcau orddilc).
^ Ordar-No. 7223S29JS
'■■:<■' .\ Binh control |Krta<j'
^^ Ogino). Cms. or dith
- -^ Qrder-rJa. 7222 E2955
from Book
9-Ot
No. 1&I
T>ie pregrgrtH from
book No. 1 W Oft a'ltk.
(book ifttludri'
OTikrNo-71Wt29-«)
Pro^jrtmi frofn Book |
*to 162 on dLik iboafc
induded)
Ordei-No. 7ZZ1 &293B
GUKFIGHT
Tnii gbiw nMds P^ti
jov^ticki. AfjifWjIiCft'-
louncConie* Oft a
Ordfr'Wo. 7207 E19M
ATMAS
Macro- Auamtter lor
ATAf4i-eoa'4eK.o->ia^
Iha iHiHl twwaiful editoi eiHinblei'i
?in iha mttkt; Vl^Mlil^ «li|iy with
(^tilling. Up in 17^ at HurcS'COd4'> Vft
lait. nwKEatn &k iaurce~code in about 5
uka^KJi. i^jrce code un H^ u<ec on diik
Of c>uetu.|lncJuoatATMONA-1).
Oidar-No. 7099 dPik vanion E69.00
Ordn-.No. 7934 nrtridge vniton fi1Z9.00
ATAS
Siru i4 ATMAS but wiihoiit (nacn>-
^^pja-Lty- CMutrt'tuwd.
Qfiin-f^. 7098 32K RAM E49.9&
OrdM-No. 799S 4eK RAU E49,95
Th!l ^1 * U«C*f
>ruttg«ftr} 1tl« )4I| you
•KPlort thi ATARI BAM>
PQM #raf. Vou f^n mop *t pr*'
v^oijily Mkcted aOdiau. opcode, or
opeitmi A]tn Mrv valuable ir und«-
itiniJirta the mJacHxacciioi Includti
ATMONA 1.
Order Md. 7049
Onlw.No. 70SO
ATMONA 1
A pOMHiui m4^in« langutgf monitei.
Diuirambta, djmp [hen tnd ASCII),
change nHmory louiion, fclo^ Ufnifei.
iril TneTnary block . lave and toad-mtchtna'.
Ivn^uBQe proQrimi. iian po^tamt. ?iinii^
option Til three dK("r*-ni Ir trrfsMi
Ord«--No. 7D22 cattette wruon E 1B.S&
Ordar-No. 7023 tfiik >,tn\an S24.gC
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tended Fig-Faiih-vermr, Editor
and P'O peckos* indLried. yiditY
p>Kh<)ga tndudat dacompilHii sectw
copy. Havsiliimp (ASCI 1 1. ATARI
FlIaharHjIrng. to1*> graphic and twnd,
loviltck p'07'4'm ftiicl pUyer mittlln.
EKtrarnaly ponveifuli
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Ori)M-No.70Sl £1S^
!l I'
Hanhnre-ADOONi
for ATARI
EPRON BOARO
ICanrtdge} Hptdi
mo 4k EPROM*
{2532 P. EPBOM*
rvjt included
# 7043 S29.95
£PRDM BOARD KIT
S*ffl« «i 4&Q<ie ntit &3f* board only witli
de*s^iOlror_
Ofder-No. 7Z24 E14.95
PtinTcr ^nterfaca
Thri cijruroaion tflide wn*t Bfiiti prin-
tad circuit bsaid » loftware You on ma
Th* £PSOfi ptinter i^iihotf! tha ATARI
p<<nier inrerfaca. >lGvn<pan 3 end 4),
Ordcr.Na. 7211 £19.^
RS-232 Interface tor your ATaRI 400/500
Softvttie -r cofjieciti' ■» c*^i&. anide.
OTd0-ND.a291 E19.S5
f PROM BURNER ft* ATARt 400/300
Works with gjiTiepQn.- Nc idditionaj
pcwer jyppl/.Con'ei compl. membled
*ith wfwarfl a? 162732.2 53?).
Oid«r-No. 7042 E179.00
EPROM BURNER for ATARI 400/900 Kit
PriniK) diCLTt Doard inc!. ufrAve and
drtenvve coTittrLction aclJClc.
Ordar-Np. 7292 £49.00
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ptetetv ncnudjiwi.
Order NB.72t4 can. S19.9S
Order No. 721B diek nnicin S24^
I'ltwoice Mnriins ''^r SmafI BuiJnMe
TTiii pfSQram makn \^4tinq invoxxi
Oidn'-No.72ai uxwtuvanion E29.96
Order-No. 7200 disk wiion E3^ Q&
ATANEMO - Th-i ii tha diEqt<1ock VDu
alwavi wanted. Mik^t etf*a<«B bnta
pianino eoTii f
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co-TiTtirtiit. Ten: «sn ba I4i*:l en diiV or
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Onbl-No. 7310 cHum Mitujn E29.9S
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A veHKjn (DP the RITS-SQ col card ii ivail.
ATCASHl Caih reuii'er tCi ATARI
Older No- 731)7 diiliOilv £49 96
INTERCEPT BOMBS BEFORE T
THE SOONER YOU HIT T
THE BETTER YOUR SCORE
TICK
PRINT"TO
HEY
PRINT"LAND.
HE
PRINT"BOMB,
IS. " : PRINT
PRINT"THE GAME CONTINUES
PRINT-UNTIL YOUR CITY IS GONE, "
PRINT: PRINT"PRESS THE RED BUTTON
TO BEGIN"
GOSUB 500:IF FIRE=0 THEN 190
CITY»="CGKO"
CLSO: PRINT34ai , " " ;
FDRI = 1T030;PRINTCHR« (ASC (MID* <CIT
Y*, RND<4) ) ) +6A+8«RND (7) ) : : NEXT; PR
INT
DIM CITY(63):F0RI=1T06 3:CITY<I)=1
: NEXT
CX=31:CY=15:0X=CX: OY=CY
BX=RND (60)+l:IFCITYtBX) =0THEN250
FOR B=l TO 2aSTEP2
RESET (OX,OY) :RESET(OX-l,OY+l>:RES
ET(0X+1,0Y+1) :RESET(DX,bY+2)
CX=JOYSTK (O) : CY=JOYSTK ( 1 ) /2
IFCX< 1THENCX=1
IFCX >62THENCX = 62
IFCY< 1THENCY=1
IFCY>25THENCY=25
SET (CX , CY, 5> : SET (CX + 1 , CY+1 , 5) : SET
tCX-l,CY+l,5) :SET(CX,CY+2,S)
OX=CX : OY=CY
IF (PEEK (65280) =1260RPEEK (i5280)=2
54) ANDABS<CX-BX)< lANDABS (CY-BK IT
HEN1500
SET (BX , B, RND (B> >
NEXT B
CITY (BX) =0
CITIES=CITIES+1
00
REM EXPLOSION
GDSUB2000: S0UND250
0UND253, l:SOUND255,
FQRI=1TD5
SET (BX~2, B-2, 8) : SET ( BX , B-2 , 2 ) : SET
(BX+2,B-2,8):SET(BX-1,B-1,2):SET(
BX+1,B-1,2) :SET(BX,B,4)
RESET <BX-2, B-2) : RESET ( BX , B-2 ) : RES
ET(BX+2,B-2) :RESET(BX-1,B-1) :RESE
T(BX + 1,B-1) : RESET <BX, B)
NEXTI
G0TD25O
END
REM JOYSTICK
Z=PEEK (65280)
4)
520 RETURN
1000 REM GAME OVER
1010 F0RI=0T03l
1020 F0RI=31TOOSTEP
103O F0RJ=1T05
1040 SET (RND(63> , I
1050 NEXT:NEXT
1060 PRINTS)©, "PRESS
N" : GaT0190
1500 G0SUB2OOO: SOUND240, 5
1510 SCR=SCR+lOO-B«100/31
1520 PRINT049O, INT (SCR) ;
1530 G0T0250
2000 FORI=B TO 0 STEP-2 : RESET t BX , I ) : N
EXT:RETURN
42 COMPUrei Apnl1963
150
155
157
160
170
ISO
190
195
200
210
220
240
250
260
2B0
290
300
305
310
320
322
325
327
330
340
341
342
350
351
355
360
370
380
390
499
500
510
IFCITIES=60THEN10
1 : S0UND251
1
1 : S
FIRE BUTTON ROUTINE
J FIRE= (Z=126) OR (Z = 25
RND (8) )
\*4zi= TO PLAY AGAI
Falliitg bontbs leave tmil> in llw TRS-SO Color Computer
version of "Air Defence," ivhich also features a jot/stick-
coittrolled crosshair.
Apple II Notes
The instructions for Program 4 are given when
the program is run. You will find that the REPEAT
key, along with the necessary crosshair controls
and fire button (the space bar), can greatlv improve
your scores. The bomb number and score are dis-
played in the upper left corner.
Program 4: Apple version
100 P = OsM = 0:T = 0:Q = 0
110 FOR I = 0 TO 21: READ C5: POKE 768
+ I,C5: NEXT I
120 DATA 169,200,133,7,173,48,192,136
, 208 , 4
130 DATA 198,7,240,7,202,208,246,162,
100, 100,239,96
140 TEXT : HOME
150 VTAB 6: PRINT SPC ( 14); "AIR DEFEN
SE"
160 VTAB 11: PRINT TAB ( 15) "DO YOU NE
ED"
170 PRINT J PRINT TAB ( 14) " INSTRUCTIO
NS?"
180 PRINT : PRINT TAB ( 13) "TYPE 'Y' 0
R 'N'"
190 PRINT : HTAB 20: GET D»
200 IF D« = "N" THEN 310
210 IF D» < > "Y" THEN GOTO 190
220 HOME
230 VTAB 3: PRINT SPC ( 14); "AIR DEFEN
SE"
240 PRINT : PRINT : PRINT : PRINT : PRINT
YOU MUST STOP THE FALLING BOM
B"
250 PRINT SPC( 5) "BY EXPLODING IT IN
MID-AIR.": PRINT
260 PRINT : PRINT SPC ( 9) "MOVE THE CR
OSBHAIR: "
270 PRINT : PRINT SPC ( 8) "LEFT WITH T
HE '<-' KEY": PRINT SPC ( 8) "RIGHT
WITH THE '->' KEY"
280 PRINT SPC( 8) "UP WITH THE 'S' KE'
": PRINT SPC( 8) "DOWN WITH THE '
' KEY"
wabasK
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what Wabash quality is all about.
Flexible Disc Quantity Discounts Available
Wabash diskettes are packed 1 0 discs to a carton and 1 0
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100 discs to a case without envelopes or labels. Please
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pricing. With the exception of bulk pack, we are also
willing to accommodate your smaller orders. Quantities
less than 1 00 units are available in increments of 1 0 units
at a 10% surcharge. Quantity discounts are also avail-
able. Order 500 or more discs at the same time and deduct
1 %; 1 ,000 or more saves you 2%; 2,000 or more saves you
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you 5%; 25,000 or more saves you 6%; 50,000 or more
saves you 7% and 1 00,000 or more discs earns you an 8%
discount off our super low quantity 100 price. Almost all
Wabash diskettes are immediately available from CE. Our
warehouse facilities are equipped to help us get you the
quality product you need, when you need it. If you need
further assistance to find the flexible disc that's right for
you, call the Wabash diskette compatibility hotline. Dial
toll-free 800-323-9868 and ask for your compatibility
representative. In Illinois or outside the United States dial
31 2-593-6363 between 9 AM to 4 PM Central Time.
SAVE ON WABASH DISKETTES
Prod^ict Ooscriplion
SSSD IBM Compalible (1 28 8/S, 26 Sectors)
Same as above, but bulk pack w/o envelope
SSSD Shugart Compatible. 32 Hard Sector
SSDD IBM Compatible (128 B/S. 26 Sectors)
DSDO Soft Sector (Unformatted)
DSDD Soft Sector (256 B/S. 26 Sectors)
DSDD Soft Sector (512 B/S. 1 5 Sectors)
DSDD Soft Sector (1024 B/S, 3 Sectors)
SSSD Soft Sector w/Hub Ring
Same as above, but bulk pack w/o envelope
SSSD 10 Hard Sector w/Hub Ring
SSSD 16 Hard Sector w/Hub Ring
SSDD Lanier No-problem compatible
SSDD Soft Sector w/Hub Ring
Same as above, but bulk pack w/o envelope
SSDD Soft Sector Flippy Disk (use botfi sides)
SSDD 10 Hard Sector w/Hub Ring
SSDD 16 Hard Sector w/Hub Ring
DSDD Soft Sector w/Hub Ring
DSDD 10 Hard Sector w/Hub Ring
DSDD 1 6 Hard Sector w/Hub Ring
SSQD Soft Sector w/Hub Rmg (96 TPI)
Pnrt B
CE quant.
100 pries
p«r drsc($)
Fill
1.99
F111B
1.79
F31A
1.99
F131
2.49
F14A
3.19
F144
3.19
F145
3.19
F147
3.19
MI-tA
1.59
M11AB
1.39
M41A
1.59
M51A
1.59
M51F
2.99
M13A
1.89
M13AB
1.69
M18A
2.79
M43A
1.B9
M53A
1.89
M14A
2.79
M44A
2.79
M54A
2./9
M15A
2.69
M16A
3,79
8'
8'
8'
8'
8'
8'
8'
8-
5'/.'
5'A'
5'A'
5Vi
5'A
5'/.'
5'A'
5'A'
5'A'
5'A
6'A
5'A
5'A
5'A
5'A" DSQD Soft Sector w/Hub Ring (96 TPI)
SSSD = Single Sided Single Density: SSDD = Single Sided Double Density:
DSOD = Double Sided Double Densiir. SSQD = Single Sided Quad Density:
DSQD = Double Sided Quad Density: TPI = Tracks per inch.
Buy with Confidence
To get the fastest delivery from CE of your Wabash computer
products, send or phone your order directly to our Computer
Products Division. Be sure to calculate your price using the CE
prices in this ad. Mictiigan residents please add 4% sales tax or
supply your tax I.D. number Written purchase orders are accep-
ted from approved government agencies and most well rated
firms at a 30% surcharge for net 30 billing. All sales are subject to
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backorder automatically unless CE is instructed differently. Min-
imum prepaid order S50.00. tVlinimum purchase order $200.00.
International orders are invited with a S20.00 surcharge for
special handling in addition to shipping charges. All shipments
are F.O.B. Ann Arbor, Michigan. No COD's please. Non-certified
and foreign checks require bank clearance.
For shipping charges add $8.00 per case or partial-case of
100 8-inch discs or S6. 00 percaseorpanial-caseof 100 5'A-inch
mini-discs for U.P.S. ground shipping and handling in the con-
tinental United States.
Mail orders to: Communications Electronics, Box 1002,
Ann Arbor, Michigan 48106 U.S.A. If you have a MasterCard
or Visa card, you may call and place a credit card order Order
toll-free in the U.S. Dial 800-521 -441 4. If you are outside the
U.S. or in Michigan, dial 31 3-994-4444. Order your Wabash
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Copyright 19B2 Communica;ions Electronics" Ad #110532
DIKECI Ull
MtmiEIIKlSSOCIlTHW
Order Toil-Free! wabash
800-5 2 1 -441 4 error-free
In Michigan 313-994-4444
diskettes
COMMUNICATIONS
ELECTRONICS"
Computer Products Division
854 Phoenix D Box 1002 D Ann Arbor. Michigan 48106 U.S.A.
Call TOLL-FHEE (600) 521 -4414 or outiid* U.S.A. (31 3) 994-4444
290
300
310
320
330
340
350
360
370
390
370
400
410
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460
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510
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760
770
7B0
770
aoo
PRINT : PRINT : PRINT " WHEN THE B
0MB AND THE CROSSHAIR ARE IN": PRINT
" LINE, FIRE BY PRESSING THE SPACE
BAR. "
FOR I = 1 TO 10000: NEXT : HOME : VTAB
10: HTAB 15: FLASH : PRINT "GOOD L
UCK!": FOR I = 1 TO 5000; NEXT : NORMAL
VC = 22
IF T = 20 THEN 780
HOME : VTAB 24: INVERSE : FOR I =
2 TO 39s HTAB I: PRINT " ";; NEXT
I : NORMAL
HC = 2l!T = T + 1:VB = 0: VTAB 2: HTAB
3s PRINT T
VTAB 4: INVERSE : PRINT P * Q * 10
: NORMAL
HB = INT < RND (1) » 29) +6
VB = VB + 1
IF VB = 1 THEN 400
HTAB HB: VTAB VB - 1 : PRINT " "
OVCROSS - VCsOHCRQSS = HC
A = PEEK < - 16384): POKE - 16368
,0
IF A - 128 = ASC ("S") THEN VC =
VC - SGN <VC - 1)
IF A - 128 = ASC ("X") THEN VC =
VC + SGN (22 - VC)
IF A = 136 THEN HC = HC - SGN (HC
- 2)
IF A = 147 THEN HC = HC + SGN (39
- HC)
IF VC = OVCROSS AND HC = DHCROSS THEN
480
HTAS DHCROSS: VTAB OVCROSS: PRINT
HTAB HC: VTAB VC: PRINT "+"
HTAB HBs VTAB VBs PRINT "*"
FOR I = 1 TO 50: NEXT I
IF VB = 23 THEN 560
IF VB = VC AND HB = HC THEN 540
GOTO 370
12B = ASC
HTAB HB: PRINT '
INVERSE 3 FOR I
- I: PRINT "<";:
">";: NEXT I
TO 100
TO 100: NEXT I
GOTO 320
1: VTAB VC
IF A
GOTO 370
REM MISS
VTAB VB
VTAB 24
HTAB HB
I: PRINT
FOR K = 1
CALL 768
NEXT K
FOR I = 1
M = M + 1:
REM HIT
HTAB HC -
(220) ; ■' /
HTAB HC -
HTAB HC -
"} CHR» (220)
REM SOUND ROUTINE
FOR K = 1 TO 20
FOR I = 1 TO K
CALL 768
NEXT I
NEXT K
Q = Q +
P = P +
VC = VC - 1
GOTO 320
REM GAME OVER
HOME
VTAB 8: HTAB IS:
ME OVER": NORMAL
(■' ") THEN 650
= 1 TO 5t
HTAB HB +
VTAB VC:
VTAB VC
- 1: PRINT CHR*
PRINT "- -"
^ 1: PRINT "/
23
1
VC
FLASH
PRINT "GA
810 VTAB 12: PRINT TAB ( 12) "DESTROYED
"P
820 VTAB 14: PRINT TAB ( 15) "MISSED "M
830 VTAB 17: PRINT TAB ( 11) "YOUR SCDR
E "P * D * 10
840 VTAB 20: HTAB 10: INPUT "ANOTHER G
AME (Y/N) "jAN*
850 IF AN* = "N" THEN 880
860 IF AN* < > "Y" THEN VTAB 20: HTAB
27: PRINT " "s GOTO 840
870 RUN
880 END
TI-99/4A Notes
The TI-99/4A version of Air Defense is similar to
the VIC-20 version. In fact, scoring is calculated
in the same manner: the sooner the bombs are
destroved, the higher the score. However, the TT-
99/4A version's graphics are drawn with custom
characters.
Most of the shapes in the game are custom
characters that were designed with the aid of the
character definition program in the TI-99/4A User's
Reference Guide (pages 111-26 and 111-27). Custom
characters createci in this manner were then as-
signed ASCII code numbers in the range 122-136,
which correspond to character sets 12, 13, and 14.
Since no character set higher than 14 is referenced
in the program, the Extended BASIC mode can be
used for a faster, more challenging game.
Program 5: ti version
lOO
110
120
130
140
150
160
170
ISO
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
DIM BLOCK* <2) , PLACE (2) , BUILDING (
32,2)
RANDOMIZE
REM BOMB CHARACTER
CALL CHAR (129, " 001 CBEFFFFBE 1 COO "
)
REM CROSSHAIR CHARACTER
CALL CHAR (130, "lBlS18FFFF18iai8"
>
CALL CLEAR
CALL SCREEN(12)
FOR J=5 TO B
CALL COLOR < J , 5, 16)
NEXT J
FOR J=7 TO 12
CALL COLOR (J, 2, 14)
NEXT J
T = 0
p=o
o=o
M = 0
CALL
PRINT
PRINT
PRINT
PRINT
PRINT
CLEAR
"{8 SPACESJAIR
DEFENSE'
do you need instructions
340 PRINT
44 COMPUTt! April 1983
350
360
370
380
390
400
410
420
430
440
450
460
470
4BO
4<?0
500
510
520
530
540
550
560
570
580
590
600
610
620
6 30
640
650
66 0
670
680
690
700
710
720
730
740
750
760
770
780
790
800
810
820
830
840
850
860
870
880
890
900
910
920
930
940
950
) THEN 750
) THEN 520
did not press Y or
TO
JOO
MUST STOP T
IT IN M
^3 SPACESJ-MOVE THE CROSS
PRINT "<8 SPACES>type Y or N'
FDR 1=1 TO 7
PRINT
NEXT I
CALL KEY <3, Y, STATUS)
IF STATUS=0 THEN 390
IF Y=ASC<"N
IF Y=ASC<"Y
CALL CLEAR
PRINT
PRINT " you
N. '■
FOR 1=1 TO 1
PRINT
NEXT I
FDR DELAY=1
NEXT DELAY
GOTO 280
CALL CLEAR
PRINT "CS SPACESIYOU
HE FALLING"
PRINT "BOMB BY EXPLODING
ID-AIR. "
PRINT
PRINT
PRINT
HAIR-"
PRINT
PRINT
PRINT
PRINT
KEY"
PRINT
PRINT
PRINT
ND THE
PRINT
PRINT
E"
PRINT
HE"
PRINT
RE. "
PRINT
PRINT
PRINT
PRINT
0 START"
CALL KEY (0, S, STATUS)
IF STATUS=0 THEN 730
CALL CLEAR
CALL COLOR (8,2,1)
PRINT ■*<:7 SPACESJGOOD LUCK!
FDR 1=1 TO lO
PRINT
NEXT I
IF R=ASC ( "R" ) THEN 840
GDSUB 2090
GOTO 860
FDR 1=1 TO 250
NEXT I
CALL CLEAR
BOSUB 23O0
IF T=20 THEN 1860
T = T+1
CCR0SS=16
RCROSS=21
RB0MB=1
CALL SCREEN(6)
CB0MB=INT(RND«29)+2
H*=STR* (T)
960 R0W=2
970 C0L=3
980 GOSUB 2520
990 SC0RE=P»Q*10
1000 H«=STR* <SCORE)
lOlO R0W=5
1020 GDSUB 2520
1030 FOR 1=1 TO 70
1040 NEXT I
1050 FOR 1=2 TO 5 STEP 3
1060 CALL HCHAR ( I , 3, 32, 6)
1070 NEXT I
1080 DLDRCROSS=RCROSS
1090 DLDCCROSS=CCROSS
1100 CALL KEY (O, A, STATUS)
1110 IF AOASC ( "E" ) THEN 1 1 30
1 120 RCROSS=RCROSS-SGN<RCRDSS-l )
1130 IF AOASC ( "X" > THEN 1150
1 140 RCRDSS=RCRDSS+SBN (2 2-RCROSS)
1150 IF AOASC ( "D" ) THEN 1170
1 160 CCROSS=CCROSS+SGN {31-CCROSS)
1170 IF A< >ASC < "S" ) THEN 1190
1180 CCROSS=CCROSS-SGN (CCROSS-2)
1190 IF RBOMB=l THEN 1210
1200 CALL VCHAR (RBOMB-1 , CBOMB, 32)
1210 IF (RCROSS=OLDRCRDSS) * (CCRDSS=0
LDCCROSS) THEN 1230
1220 CALL VCHAR (OLDRCROSS, OLDCCROSS,
BOMB.
1230
1240
1250
1260
127 0
left sHOLD THE s KEY"
right:HOLD THE d KEY"
up<3 SPACESJ:HOLD THE e
dnwn :HOLD THE >: KEY"
C3 SPACES>WHEN THE BOMB A
CROSSHAIR ARE LINED UP,"
FIRE BY PRESSING THE SPAC
■BAR. THE SOONER YOU GET T 13
THE HIGHER YOUR SCO
•[3 SPACESJPRESS any key T
1280
1290
1300
1310
1320
1330
1340
1350
1360
1370
1380
1390
1400
14 10
1 420
1430
1440
1450
1460
1470
1 480
14 90
1500
1510
1520
1530
1540
1 550
1560
1570
1580
1590
160O
1610
1620
1630
32)
CALL VCHAR <RCRDSS, CCROSS, 130)
CALL VCHAR (RBOMB, CBOMB, 129)
RB0MB=RB0MB+1
IF RBOMB=23 THEN 1540
IF CRCRDSS=RBDMB-1 ) * (CCROSS=CBO
MB) THEN 1290
GOTO lOSO
CALL KEY {0, B, STATUS)
IF B=32 THEN 1330
GOTO 1080
REM BOMB DESTROYED
RBOMB=RBOMB-l
CALL SCREEN < 10)
CALL VCHAR (RBOMB, CBOMB, 32 )
CNT = 0
Cl=92
C2 = 47
FOR I=-l TO 1 STEP 2
CALL VCHAR (RBOMB+I , CBOMB+I , CI )
CALL VCHAR (RBOMB+I , CBOMB-I , C2)
NEXT I
Cl=32
C2 = 32
IF CNT=1 THEN 1510
CNT=1
FDR VDL=iO TO 30 STEP 5
CALL SOUND ( lOO, -6. VOL)
NEXT VOL
GOTO 1390
P = P + 1
Q=Q+ (23-RBOMB)
GOTO 880
THE CITY
CBOMB. 32)
REM BOMB HITS
CALL VCHAR(22,
CALL SCREEN(9)
CALL COLOR(12,
CALL VCHAR(23,
CALL VCHAR(23,
CALL VCHAR(23,
CALL VCHAR(24,
CALL VCHAR(24,
CALL VCHAR(24,
11,1)
CBOMB-1
CBOMB, 3:
CBOMB+1
CBOMB-1
CBOMB, i:
CBOMB+1 .
122)
:)
123)
124)
:5)
126)
April 1983 COMPUTE! 46
FOR 1=1 TO 20
NEXT I
CALL COLOR (12,7, 1 )
CALL SCREEN (12)
FOR 1=1 TD 20
NEXT I
CALL SCREEN<7)
FOR VDL=24 TO 1 STEP 4
CALL SOUND (200, -7, VOL)
NEXT VOL
FOR DVOL=l TO 24 STEP 4
CALL SOUND ( 200, -7 , DVOL )
NEXT DVOL
FOR J=23 TO 24
FDR I=CBaMB-l TD CBOMB+1
CALL VCHAR ( J, I , 32)
NEXT I
NEXT J
CALL VCHAR (RCROSS, CCROSS, 32)
CALL COLOR < 12, 2, 14)
M = M+1
GOTO 880
CALL CLEAR
CALL SCREEN(4)
CALL COLOR {8,5, 16)
PRINT " <:9 SPACESJGAME OVER"
FOR 1=1 TO 4
PRINT
NEXT I
PRINT " <:3 SPACESJDESTROYED
CZ SPACES! "jP
PRINT
FC0<:,>!1{:5 ,>"{3 SPACES3-MISSED
<.6 spaces:" :M
PRINT
PRINT " iZ SPACESJTDTAL POINTS";
P « D « 1 O
FOR 1=1 TO 4
PRINT
NEXT I
PRINT •• i3 SPACESIPRESS r TO PLA
Y AGAIN"
PRINT
PRINT
CALL KEY (0, R, STATUS)
IF STATUS=0 THEN 2040
IF R=ASC ( "R" ) THEN 160
END
REM READ CITY DATA
FOR R0W=2 TO 1 STEP -1
FOR C0L=1 TO 32
READ BUILDING <COL, ROW)
NEXT COL
NEXT ROW
REM CUSTOM CHAR S< COLORS
CALL CHAR ( 136, "FFABFFABFFABFFFF
" )
2160 CALL CHAR (128, "003C7EFFFFFF7E42
" )
2170 CALL CHAR ( 131 , "42665A6642427E66
" )
2180 CALL CHAR < 132, "6060606060606060
" )
21V0 CALL CHAR < 133, "607858F8D8F8DaF8
" )
2200 CALL CHAR ( 134, "F8A8F8AaFaASF8Fa
" )
2210 CALL CHAR(135, "C3C3FFABFFABFFFF
" )
2220 CALL COLOR ( 14, 7, 12)
2230 CALL CHAR < 1 22 ," 804020 100804020 1
1640
1650
1660
1670
168 0
1690
1700
1710
1720
1730
1740
1750
1760
1770
17SO
1790
1800
1810
1820
1830
1840
1350
1860
1S70
18SO
1890
1900
19iO
1920
1930
1940
1950
1960
1970
1980
1990
2000
2010
2020
2030
2040
2050
2060
2070
2080
2090
2100
2110
2120
2130
2 140
2150
2240
2250
2260
22 70
2280
2290
2300
23 10
2320
2330
2340
2350
2360
2370
2380
2390
2400
24 10
2420
2430
2440
2450
2460
2470
24 BO
2490
2500
2510
2520
2530
2540
2550
2560
CALL CHAR ( 123 , "0 102040810204080
" )
CALL CHAR ( 124. "aOEOFSFEFFFFFFFF
" )
CALL CHAR( 125, "814224 18 00 31C3E7
" )
CALL CHAR (126, "010 7iF7FFFFFFFFF
" )
RETURN
REM SET UP CITY
FOR ROW=2 TO 1 STEP -1
FOR C0L=1 TO 32
BLOCK* (ROW) =BLOCK* (ROW) ScCHR* <BU
ILDING (COL, ROW) )
NEXT COL I
NEXT ROW I
FOR ROW=2 TO 1 STEP -1
FDR CDL=1 TO 32
PLACE (ROW) =ASC<SEG«( BLOCK* (ROW)
, COL, 1 ) )
CALL HCHAR (RDW+22, COL , PLACE (ROW
) )
NEXT COL
NEXT ROW
RETURN
REM CITY DATA
DATA 136, 134, 131, 135, 133., 136, 13
6,133
DATA 135, 136, 136, 136, 133, 136, 13
6, 135
DATA 135, 136, 136, 134, 13 3, 136. 13
6,136
DATA 135,132,136,32,131,135,132
, 135
DATA 134,133,120,32,132,32,135,
32
DATA 32,32,134,132,132,32,133,3
DATA 32, 32, 128, 3 2, 132, .32, 133, 13
S
DATA 32, 132, 132, 32, 128, 32, 132, 3
2
REM HORIZONTAL # PRINTER
FOR 1=1 TD LEN<H*)
DIGIT=ASC(SEG*(H*, I, 1) )
CALL HCHAR (ROW, CDL+I , DIGIT)
NEXT I
RETURN
The cro^fhair standi ready to intercept a houib dcxciidiii;^
toward iiiuHicolored buildings in the Tl version of "Air
Defense."
46 COMPUTE! ADril1983
PET/CBM Notes
The PET/CBM version of Air Defense was written
for machines with either 40- or80-column screens.
The progrnm, as given, will run successfully on
the40-coluiTin PET. If you have an 80-column
screen, simply remove the word "REM" at the
beginning of line 120 and delete line 130. The 80-
column screen requires you to co\'er a greater
range of positions than does the40-column screen,
however, and you may find the wider screen
somewhat difficult to maneuver on initially.
histructions for the game are displayed when
the program is run. The main principle to bear in
mind while plaving is that the more bombs which
are picked off (and the quicker they are destroyed)
the higher the score. Press the REPEAT key along
with the crosshair controls or the fire button (the
SPACE bar) to achieve much higher scores.
If either the 40- or 80-column version becomes
too easv, the level of difficultv can be increased
by modifying line 600. In line 600, the variable
"A" refers to the screen memory location of the
crosshair, "E" defines the position of the bomb,
and "LL" is the screen width (line length). As
written, this statement allows the bomb to be
destroyed when the gun is fired within one space
above or below or to the left or right of the
positioned gunsight. By removing one or more of
the conditional expressions in line 600 (starting
with the second expression), you can significantly
increase the challenge of the game.
Program 6: pet/cbm version
100 POKE 59468, 12:PRINT CHR$Cl42)
110 X=RND(-Tl)
120 REM LL=80:Rl=40sA=34632:Al=34767:REM F
OR A 80-COLUMN SCREEN
130 LL=40:R1=20;A=33702:A1=33767:REM FOR A
40-COLUMN SCREEN
140 P=0;M=0:T=0:Q=0
150 PRINT" [clear] E07 DOWN] {09 RIGHT] {r
rev]air[off] (rev1defense{off) "
160 PRINT" {04 DOWN] [right] DO YOU NEED
INSTRUCTIONS?"
170 PRINT" {down} {08 RIGHT) TYPE 'Y' OR 'N'"
180 FOR H=1TO1000:GETD5
190 IF D$="N" THEN 380
200 IF D$="Y" THEN 240
210 NEXT
220 PRINT" {clear} [07 DOWN} {06 RIGHT]Y0U DI
D NOT PRESS 'Y' OR "n" . "
230 FOR K=1TO5000:NEXT:GOTO150
240 PRINT" {clear} [02 DOWN} YOU MUST STOP ~
THE FALLING BOMB BY"
250 PRINT" EXPLODING IT IN MID-AIR."
260 PRINT" {02 down} -MOVE THE CROSSHA
IR-"
270 PRINT" {down] *[REV}LEFTtOFF}: TAP T
HE '<' KEY"
280 PRINT" {down}
THE '>' KEY"
290 PRINT" [down)
*[ REV} RIGHT [off}: TAP ~
*{rEV}up[0FF] : TAP THE
'S' KEY"
300 PRINT" [down] *{REV)D0WnE0FF]s TAP T
HE 'X' KEY"
310 PRINT" {02 down] [02 RIGHTIwHEN THE BOMB
AND THE CROSSHAIR ARE"
320 PRINT" {02 RIGHTJlINED UP, FIRE BY PRES
SING THE"
330 PRINT" {02 RIGHTJSPACE BAR."
340 PRINT" {02 down] {07 RIGHT] { REV}PRESS AN
Y KEY TO START[0FF]"
3 50 GET D$:IF D$="" THEN 350
360 PRINT" {clear} {10 DOWN] GOO
D LUCKl "
370 FOR I=1TO2500 :NEXT
380 A=(A1-LL*1 .5)-P*LL:IF T=20 GOTO 820
3 90 T=T+1
400 PRINT" {clear] ":D=INT(RND(1)*R1)+LL/4
410 E=D+3276a
420 PRINT" ";T
430 FOR 1=1 TO 100: NEXT I
440 PRINT" {02 DOWN] [right] "rP*Q*10
450 FOR 1=1 TO 200:NEXTI
460 POKE A, 91
470 GET A?
480 IFA5="S"THENA=A-LL
490 IF A$="X"THEN A=A+LL
500 IF A$="."THEN A=A+1
510 IF A5=","THEN A=A-1
5 20 IF A>A1 THEN A=A-LL
530 IF A<32768 THEN A=A+LL
540 POKE E,42
5 50 FOR 1=1 TO 50; NEXT
560 IF E>A1-LL THEN GOTO 750
570 REM ADJUST DIFFICULTY LEVEL BY ELIMINA
TING
580 REM CONDITIONS IS LINE 600
590 REM LINE 600 ALLOWS A HIT WITHIN ONE S
PACE OF MISSILE
600 IF A=E OR A=E-1 OR A=E+1 OR A=E-LL OR ~
A=E+LL THEN 620
610 E=E+LL: PRINT" {clear) " : GOTO460
520 GET B?
630 IFB$=" "THEN 660
640 GOTO 610
650 REM BOMB IS DESTROYED
660 X=100:FORI=1TO10;POKEE,X
670 POKE E+LL-1,X
680 POKE E+LL+2,X
690 X=X+l
700 NEXT
710 P=P+1
720 Q=Q+24-INT( (A-32768)/ll)
730 GOTO380
740 REM BOMB GETS YOU I
7 50 POKE E, 32: FOR 1=1 TO 5
760 POKEE-1,188
770 POKEE+1,190
780 FOR S=l TO 20! NEXT
7 90 NEXT
800 M=M+1
810 GOTO380
820 PRINT" {clear} {02 DOWN]{10 RIGHT] {
rev)game{off] {rev}over{off}"
830 PRINT" [03 DOWN} [03 RIGHT]dESTROYED"P
840 PRINT" [02 down) [03 RIGHT)MISSED"M
850 PRINT" [02 down) [03 RIGHT)tOTAL POINTS"
P*Q*10
860 FOR 1=1 TO 30: GET D$:NEXT I
870 PRINT" [04 down] (08 RIGHT]PRESS '[REVIp
[off]' TO PLAY AGAIN"
880 GET D$:IF D5="" THEN 880
890 IF D?="P" THEN 120
900 END ©
ApriMPea COMPUTE 47
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An HSR Block Company
VIC EDITYPE
A Text Editing
And Storage Program
Paul Bishop
This mini word processor for the VIC ich you enter,
edit, and save text to tape. It uwrks with the VIC 1515
printer and 3K memory expansion.
If you are at all like me, the minute you saw the
VIC-20 sitting there on the showroom table flash-
ing its upper-lowercase mode, you smiled to your-
self and said what a wonderful text storage and
manipulation device it would make. Wonderful in
this context means inexpensive, and Commodore
promised us no less in its literature.
This program is a miniature word processor.
It will allow the user to input text, edit it (with
certain limitations), and save it to tape. The text
may be printed on any line length specified,
though it will not right justify. The program uses
a word wrapping scheme to minimize the VIC's
limited display size and is meant to be used with
the VIC 1515 printer and a 3K memory expansion.
Entering Text
The program is menu driven, and we will discuss
the options in detail. New mode is used for en-
tering text. It is also the mode in which the for-
matting features are selected. Centering is done
by pressing the up-arrow (next to the restore key)
at the beginning of the line that is to be centered.
Remember to use the carriage return at the end of
the line, and note that the line may not exceed the
line length you intend to print.
The second function is an inset line length.
This is selected by pressing the first bracket
(shifted colon) at the start of the text to be inset.
All text before the next return character will be
printed on the alternate line length, which will be
specified during printing. Line numbering is
something that I use frequently. It is selected with
the second bracket, and the line will be printed
with a number (numbered sequentially by the
computer) before and after the line. Examples of
all the formatting options are represented in the
demo text.
Backspacing in the New mode may only be
done with the DEL key, and may only continue to
50 COMPUni ApriM983
the first character of the line on which the cursor
rests. Any further DELeting will result in an Illegal
Quantity error. If a boo-boo is in an earlier line, it
must be corrected in the edit mode. All keys re-
peat, and the pound symbol (next to CLR HOME)
is used to return to the menu. Once the menu is
chosen, no further text may be entered in the New
mode. (This is something the user could change.)
A final note: text entry becomes progressively
slower as memory fills, and subsequent printing
is also adversely affected by large quantities (rela-
tively speaking) of text. So, although the low mem-
ory warning should keep you from overtyping
the machine's capacity, it is best to save the text
and then continue when the word-wrap starts to
slow down.
Text entered in the New mode can be re-
viewed and modified in the Edit mode. The mode
has three options: Forward, Correct, and Return
to Main Menu. The Forward option scrolls through
the text one VIC screen line at a time. To make
changes in entered text, use the Correct option.
You will be given the prompt "error:", at which
point you enter the characters you wish to change
as they appear in the text. End your entry with the
up-arrow (t) key, not the RETURN key. The next
prompt is "correction:". Enter the text as you
wish it to appear in the corrected version. Again
follow your input with the up-arrow key rather
than RETURN. The computer will then search the
text for the "error" and replace it with the
"correction." If the search characters are not found
in the text, the program will provide an error
message.
Saving And Printing
The save mode is straightforward in operation;
simply press the S key and RETURN and the text
will be stored under the title you entered in the
New mode. Load is just like it. If you include a
file name, the cassette drive will search for that
file; otherwise it will load the first file it comes to.
The Load and Print mode is for files too long to be
contained in memory and is fairly automatic. You
miii:i*DflTflj SOFTWARE
FOR THE COMMODORE 64; PET:ANDVIC2(r
TAKE AN EXCITING TRIP
DOWN AVENUES OF
ADVENTURE WITH:
• Pakacuda*
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• Caves of Annod
• Capture the Beast
• Market
THROUGH TRAILS OF
CREATIVITY WITH:
• Sketch and Paint
• Music Mentor
12345
ARRANGE PASSAGE TODAY!
ALONG THE PATH TO
KNOWLEDGE WITH: -
• Wordspot
• Math Tutor Series
• Alphabet Tutor ■
• Geography Smash
• Gotcha Math
• English Invaders
• Math Invaders Series
ASK FOR COMM*DATA
COMPUTER HOUSE SOFTWARE
AT YOUR LOCAL DEALER.
Or Send for FREE Complete Catalog:
COMM*DATA COMPUTER HOUSE
320 Summit Avenue
Milford, Michigan 48042
(313)685-0113 ^
Dealer Inquiries Welcome. '
W^y'i-
Cominodore 64, PET, and VIC 20 are Registered Trademarks of Commodore Business Machines, Inc.
'High Res Full Machine Code Arcade Style Games.
simply set the formatting in the print mode, and
let the computer do the rest.
The Print mode is also straightforward. First
it asks for the normal line length. This may be
any value up to 80, but between 40 and 70 are
recommended. Next you are asked for the inset
line length. Again, this should be between 40 and
70. Next you are asked for s for single or d for
double spacing. Finally, the computer asks for
the number at which it will begin the sequential
line numbering. This may be set at any value, but
usually will be one.
Obviously, this program will not meet every-
one's writing needs. I am looking forward to
further memory expansion which will allow me
to implement further editing functions, as well as
longer text entry. And you may wish to delete
functions which you will not use and add others.
That is the beauty of a word processor written in
BASIC,
Before we consider the program in detail, a
few comments about operation will be in order
here. First, the cursor does not function as well as
it should. I am searching for a cure. In the mean-
time, if you find it more distracting than helpful,
you may get rid of it by deleting POKE 204,0 from
line 120. Also, from time to time, errors will hap-
pen which will cause the machine to default to
BASIC. This is no cause for alarm, A few moments
studying the program listing and a GOTO in the
immediate mode will get you out of all but the
worst spots. If in doubt, GOTO 51 (the menu).
Program Structure
Since I have included no documentation in the
body of the program, I will list the various parts
of it here. You will want to keep this handy for
reference, since every REM you add will cost you
valuable memory space.
Line 42 is initial housekeeping, setting vari-
ables and DIMing the text string array.
Lines 51-67 are the menu.
Lines 100-280 are the text entry and word
wrapping routine, including the delete routine in
line 200.
Lines 3000-3350 are the string search and
replace, the "Edit Mode."
Lines 3800-4710 are the print routine. Lines
4060-4095 are for getting a string of printing
length. Lines 4200-4240 are used in the centering
function. 4300-4710 are for tidying up the print
strings and sending them to the printer.
Lines 5000-5080 are the load routine.
Lines 6000-6080 are for saving text.
Lines 7000-7009 are for the page numbering
function.
I
Variable List
A$ is the actii.ll text string (1 to 200),
C$ is the get character string in the new mode.
C4S is the error string in the edit mode.
CSS is the correction string in the edit mode.
C6S is the right remainder of the string being searched for
the error in the edit mode,
DE$ is the string of the variable SL.
J$ is the get character string for the correction string in
edit mode,
M$ is the string for the mode selection in the menu.
PS is the print string.
TIS is the lefto\'er from PS after searching for a space at
the end of the line.
T2S is the working string of AS in the print mode.
W$ is the get string in the edit mode.
X$ is the working character in getting an 80-character line
for PS,
Z$ is the get string for the load mode,
LA is the normal line length,
LB is the inset line length.
LC is the line count.
PC is the page count.
SL is the line numbering counter.
Sample Text
This is a page of demo text for "Editype." This is the normal
line length. Note that there is no hyphenation of words in the
print routine, so the edges may be somewhat ragged. Resetting
the line length may help.
This is an inset line. insets may be set to
any length and may be longer than the normal
line length if necessary.
This line is autocentered.
This is an example of a numbered line.
Note that the computer keeps tracX of line numbers. The line
above could have been given any number as a starting point and
subsequent numbered lines would be renumbered from there.
S2 COMPVn! ABnn983
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42 PC=1 : LC=1 : F=0 : PRINTCHR? ( 14 ) : DIMA? ( 200 )
: PRINT" {clear} " : POKE650 ,128
51 M$=""
53 PRINT" £CLEAR5 MODE SELECTION"; PRINT;
PRINT ;PRINT"LP=LOAD AND PRIST": PR
INT
5 5 PRINT"N=NEW" : PRINT : PRINT"E=EDIT" : PRINT
: PRINT "P=PRINT
58 PRINT ; PRINT" S^SAVE ": PRINT : PRINT "L=LOAD
" : PRINT : PRINT " C=CONTINUE "
60 PRINT: INPUT"SELECT MODE; ";M$
61 IPM$="E"THEN3010
62 IFM$="P"THEN3800
63 IFM$="N"THEN100
64 IFM$="l"THEN5000
65 IFM$="S"THEN6000
66 IFM?="LP"THEN3800
67 IFM$="C"THENF0RB=1T0K-1:PRINTA$(b):NEX
TB;PRINTA$ (K) ? :GOTO120
68 G0T051
100 FORA=1TO200:A? (a)="":NEXTA
103 INPUT "TYPE FILE NAM£";V$
105 PRINT" tCLEAR) ^NEW M0DE";K=1
120 POKE204 , 0 : POKE207 , 0 : GETC$ : IFC?=" "THENl
20:POKE204:2
130 IFC?="[D0WN} "THEN120
140 IFC$="[UP} "THEN120
150 IFC$=" {right} "THEN120
160 IFC$="{LEFT} "THEN120
170 IFC?="£"THEN51
171 IFC$="{H0ME} "THEN120
172 IFC$=" {clear} "THEN120
175 IFC$=CHR?(20)AND LEN{a5 (K) )=0THEN120
180 PRINTC$;
190 IFC$=CHR$ ( 1 3 )THENK=K+1 : A? ( K ) =A? ( K ) +C$ :
GOTOI20
200 IFC$=CHR5 (20 )THENA? ( K ) =LEFT$ ( A$ ( K ) , LEN
(A$(K) )-l) :GOTO120
210 A$(K)=A$(K)+C?:C?="":IFLEN(A$(K))<22TH
EN120
220 IFRIGHT$(A$(K),l)=CHR$(32)THEN24ii)
2 21 IFRIGHT$ (A? (K ) , 1 )=CHR? (160 )THEN240
230 A$ (K+1 )=RIGHT? (A5 (k) , 1 )+A? (K+l ) : A$ (K)=
LEFT5(a?(K),LEN(A$(K) )-l):GOTO220
240 FORU=1TO22-LEN(A$(k)):PRINTCHR$(20); :N
EXTU
250 IFLEN(A$(K))<11THENPRINT,,
260 IFLEN(A$(K) )>10THENPRINT,
264 ifa$(k)=""thena$(k)=" "
265 IFFRE(O) <600THENPRINT"{REV}MEMORY low{
off} ": print
266 IFFRE(O) <500THEN51
270 K=K+1:PRINTA$(K); :GOTO120
280 G0T051
3010 C4$="":C5$=""
3015 PRINT" {clear} EDIT MQDE":Q=1
3025 PRINT ;PRINT"F=F0RWARD":PRINT"£=RETURN
to menu" : print "C=C0RRECT"
3026 PRINT"SELECTI0N? "
3030 GETW$:IFW$=""THEN3030
3040 IFW$="F"THENPRINTA$(Q):Q=Q+1:IFQ>199TH
EN51:GOTO3030
3055 IFW$="£"THEN51
3060 IFW?="C"THEN3200
3061 GOTO3030
3200 PRINT"ERR0R: "
3 210 FORA=1TO80
3220 GETJ5:IFJ$=""THEN3220
3225 IFJ5="T"THEN3250
3226 IFJ$=CHR$ (20 )THENC4?=LEFT$ (C4$, LEN(C4?
5d COMPUTI! Apnn983
)-l):GOT03235
3230 C4$=C4$+J?
3235 PRINTJ$;
3 240 NEXTA
3250 PRINT :PRINT"CORRECTION: "
3 260 FORA=1TO80
3270 GETJ?:IFJ?=""THEN3270
3280 IFJ$="T"THEN3310
3 281 IFJ$=CHR?(20)THENC5$=LEFT$(C5$,LEN(C5$
)-l):GOTO3290
3285 C5$=C5$+J$ |
3290 PRINTJ$;
3 300 NEXTA
3310 PRINT" {CLEAR) { REV } CORRECTING { OFF} "
3 320 FORA=1TO200
3 325 F0RB=1T0LEN(A$(A) )
3327 0=LEN{C4$)
3 329 IFMID$(A?(A),B,0)=C4$THEN00=LEN(A$(A) )
-B+1-LEN(C4$)
3 330 IFMID$ (A$ (A) , B,0 ) =C4?THENC6$=RIGHT$ (A$
(a), 00)
3 340 IFMID$ (A? (A) , B,0) =C4$THENA? (A)=LEFT$ (A
$ (A), B-1) :G0T03344
3341 GOT03346
3 344 A?(A)=A$(A)+C55+C65:C4$="":C5$=""
3 345 PRINT" [CLEAR} " : FORH=lTOA: PRINTA$ (H) :NE
XTH:Q=H: !GOTO3025
3 346 NEXTB
3 347 NEXTA
3348 PRINT" {clear} {red} {REV}ERR0R NOT FOUND
{BLU} {off} ":PRINT:GOTO3025
3350 GOTO3010
3800 PRINT; INPUT"N0RMAL LIKE LENGTH"; LA
3810 PRINT:INPUT "INSET LINE LENGTH"; LB
3 903 PRINT"SINGLE OR DOUBLE SPACE? S/D
3904
3905
4000
4002
4003
4010
4016
4040
4050
4051
4059
4060
4061
4065
INPUTSD$ I
INPUT"LINE NUMBERING # " ; SL
T1$="";N=1;LL=LA
0PEN4,4
T$="":T25="":P?="":LC=1
PRINT#4:PRINT#4:PRINT#4
LC=3
CL0SE4,4
IFA$ (N ) = " " ANDM? = "LP "THEN500 2
IFA$(N)=""THEN4660
T25=A$(N)
F0RA=1T0LL-LEN ( P? )
IFT25=""THEN4094
X?=LEFT$ (T2$, 1 ) :T2$=RIGHT$ (T2$, LEN{T2$
)-l)
4075 IFX?="["THENLL=LB:GOTO4060
4076 IFX$="]"THENFL=1:GOTO4060
4080 IFX$="t"THEN4200
4085 IFX5=CHR?(13)THEN4660
4090 P$=P$+X$
4094 IFLEN(T2$ )=0THENN=N+1 :GOTO4050
4095 NEXTA i
4100 GOTO4610 I
4 200 F0RA=1T0LA
4 210 X$=LEFT5(t2$,1):T2$=RIGHT?(T2$,LEN(T2$
)-l)
4211 IFLEN(T2$)=0THENN=N+1:T2$=A$(N)
4214 IFA$(n)=""ANDLEN(T25)=0THENP?=P$+X?:GO
TO4660
4220 IFX$=CHRS(13)THEN4300
4230 P$=P?+X5 I
4 240 NEXTA '
4300 IN=(80-LEN(p9) )/2:GOTO4670
4610 F0RA=1T0LEN(p$)
4620 IFRIGHT$(p5, 1)=CHR$(32)THEN4660
4622 IFRIGHT$Cp$, 1 )=CHR? (160)THEN4660
4630 T1S=RIGHT$(P?,1)+T1$:P$=LEFT$(P?,LEN(P
4640 NEXT A
4660 IFLEFT? (P? , 1 )=CHR? (32 )THENP?=RIGHT$ (P?
,LEN(P$)-1)
4661 IFLEFT? (P?, 1 ) =CHR? ( 160 )THENP?=RIGHT? ( P
$,LEN(P$)-1)
4662 PRINTP5
4665 IN=(80-LL)/2
4666 DE$=STR$ (SL) : IFFL=1THEN0PEN4 ,4
4667 IFFL=1THENPRINT#4,CHR$(17)DE5" . "SPC(IN
-LEN(DE$)-1)P$SPC(76-LEN(P?)-IN)D
E?"."
4668 IFFL=1THENCL0SE4 :LC=LC+1 : SL=SL+1 : P?=" "
:FL=0:P?=T1?:T1$="":GOTO4680
4670 0PEN4 , 4 : PRINT#4 , CHR$ (17 )SPC( IN) P? : CLOS
E4,4:P?="":P?=T1?:T1$="":LC=LC+1
4680 IFSD5="D"THEN0PEN4,4:PRINT#4:CL0SE4:LC
=LC+1
4690 IFLO60THEN7000
4700 IFX$=CHR$(13)THENLL=LA
4701 IFA9 (N ) = " " ANDM? = "LP "THENP$=P?+X? ; G0T05
002
4705 IFA$(N)=""THEN51
4710 GOTO4060
5000 INPUT"TYPE FILE NAME"rV$
5 002 FORA=1TO200 : A? (A) =" " : MEXTA
5005 PRINT" [clear] LOAD MODE"
5010 OPEN1,1,0,V?
5015
PRINT"FILE OPEN, LOADING."
5020
FORA=1TO200
5025
F0RB=1T022
5030
GET#1,Z$
5031
A5(A)=A$(A)+Z?
5040
IFZ$=""THEN5065
5042
NEXTB
5050
NEXTA
5065
CL0SE1:N=1
5077
IFM5="LP"THEKN=1 ;GOTO4050
5080
G0T051
6000
PRINT" {CLEARI SAVE MODE"
6010
0PEN1,1,1,V?
6030
FORA=1TO200
6040
PRINT#1,A$ (A);
6050
IFA$(A)=""THEN6075
6060
NEXTA
6075
CLOSEl
6080
G0T051
7000
0PEN4,4
7001
F0RM=1T066-LC
7002
PRINT#4
7003
NEXTM
7004
PRINT#4:PC=PC+l
7005
PRINT#4,CHR?(17)SPC(70)"PAGE
7006
PRINT#4
7007
CL0SE4
7008
LC=3
7009
GOTO4060
"PC
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ApiillPBj COMPUTE! 55
Scriptor:
An Atari Word Processor
Chorles Bronnon Editoncl Assistant
Scriptor is mi ensy-to-usc, fuH-savUini^, chnracter-
orienicd, nitiltijuiu'tioii word processor, requiring; an
Atari 400/800 with a minimum of 31K of memory
(40K recommended), an Epson MX-80 or Atari 825
printer, ajid an Atari 810 disk drive. It is programmed
in both BASIC and machine language. For instructions
on ti/ping in the progratii, see the section tinder:
Typing It In.
Through The Ruby
ComputLTs don't just calculate with numbers -
they can also work with text. Five inch disks can
replace stacks of files. Computers can sort, search,
select, and update any kind of information. They
can focus information. In this sense, the computer
is like the ruby crystal in a laser. Ordinary random
light waves are transformed and concentrated
through the ruby into a tight, powerful beam.
Computers can do the same for information.
Word Processing
Electronic text is more "liquid," easier to work
with, than words solidified on paper {hardcopy).
This is what makes word processing special: the
extraordinary editing power it gives you. Distinc-
tions between a rough draft and a final draft are
meaningless; the work is tvped, changed dynami-
cally, and stored to disk. It can then later be re-
called, revised, and printed out. Very little retyping
is necessary. What a boon for anyone who writes.
Converts to word processing immediately
notice an improvement in their writing. The entire
manuscript becomes "alive," not committed to
paper. Changing a word or a sentence, inserting
a line or a paragraph are all accomplished with
ease. For example, take just one key, the backspace
key (called RUBOUT on some computers or ter-
minals). When this key is struck, the last character
typed is erased from the screen. Compare this to
the frequently elaborate typewriter correction
schemes.
Besides the disk file, which has already been
mentioned and which will be explained in greater
56 COMPVH! Aoril19S3
detail later, an important concept in word pro-
cessing is the cursor. Named after the clear plastic
slide on a slide rule, the cursor shows vou where
the next character you type is going to appear. It
usually looks like an underline, " ", or a solid
scjuare. Users familiar with any computer have
already encountered the cursor. The computer
itself doesn't need a cursor; but since you can
type anyw^here on the screen, the cursor is vital
so that you can know where you "are."
The cursor can be moved up, down, left, and
right with special keys, usually with arrows on
them. To correct the following line:
The ■cnjicK t>r"cjViro iJox .juiwirJ'&'cillSI
you would either press backspace ten times, eras-
ing the text as you go, or press cursor-left ten
times. The cursor moves "over" the characters
without erasing them. It is then resting on the "d":
The qiuicK bnovifni Box juMiP'e'.iJl
You can correct the error by typing "i," which
overstrikes (replaces) the "d."
The ■cjUiCK Ibr-Ol
i--U^>'
.MJiMip e cO
The cursor can then be moved to the end of the
line (ten cursor-rights), and typing resumed.
This sounds harder than it really is. Cursor
editing becomes second nature after only hours
of use. The cursor UP/DOWN keys can reach lines
of text above and below the current line. It is like
rolling a typewriter's platen up or down, but with
one important difference - the "paper" is one
continuous, long sheet.
Getting Specific j
Two very special functions are insert and delete.
Insert lets you add text in the middle of a line, by
pressing INSERT to insert spaces in the text, and
then typing in the word. For example;
o he on to be , -that:
<i « e .E5 'I:: i o o . H
-the
The cursor is placed on the second "to," and
INSERT is pressed four times (three for "n-o-t,"
fr
M^
it^'
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'Atari is a registered trademark of Atari.
Inc.
and one for a space):
To be or ■ -to be , -Cha-t ±s
"the 't? o «? s t i o n ..
The word "not" is then typed:
To b f? or no-tmto be , "t b a T is
"t It. e ■qi ij «■ s t jL o n „
Delete is used to erase text. As distinguished
from mere backspacing or spacing over a word,
delete closes up the space after the deleted word:
Take o ij "t
roi- til
1. TaKe CD" t 3 wo Id!
(cursor is moved to "o")
2. Take [T|"t a 'word
(DELETE typed; "a" disappears, "ut a word" moves left.)
Take S wordl
(DELETE is typed four times.)
hisert and delete can also act on words, sentences,
lines, or entire paragraphs in a similar way.
Disk Files
A "file" is simply a permanent record of your
text. When the computer's power is turned off, it
forgets everything except what is "burned" (in
ROM memory) into it permanently. Your text is
obviously not "burned in," or you couldn't ever
change it. If you have a blackout, or a fuse blows,
say good-bye to your text.
Catastrophes aside, you certainly don't want
to leave your computer on all the time, or keep
the computer tied up with your text forever. For-
tunately, you can save your text on disk, ready
for any later revisions. You can type it one time,
save your text, and print it out when convenient.
Since a disk can store more than one docu-
ment (unless it's very long), you and the computer
must have some way to distinguish and separate
one file from another. This is usually done via a
direcioni, a list of file names. You access a file by
giving the computer the file's name.
"Scriptor," the word processor program at
the end of this article, has many features usually
found only in professional word processors, but
it lacks a few features such as search and replace,
justification, data base merge, etc. Also, it is writ-
ten in BASIC, so it can be rather slow at times. It
is, however, aided by several machine language
subroutines for hme-critical situations such as
disk input/output and some editing features.
Typing It In
Program 1 is the Scriptor program itself. Type it
carefully, since it contains many critical machine
language DATA statements. Extra time spent in
typing it in will reward you with a smoother,
bug-free word processor. Remember to use the
68 COMPUTSI April 1983
COMPUTE! Listing Conventions (see Typing In
COMPUTEI's Programs, published every issue).
Use the Atari logo key to enter inverse video.
To give you more memory for text, Scriptor
deletes a substantial portion of itself after it in-
itializes (sets up). Don't worrv - the program is
busy running while the screen flashes; it just takes
awhile. The set-up lines from 5000-6999 are auto-
ma ticallv erased.
It you quit the program and try to run it again,
the program will automatically try to re-RUN itself
anew from disk. If j'ou've changed disks, you'll
need to reload it yourself. You should SAVE the
program with the filename "D:SCRlPTOR" or
change line 110 appropriately. Be sure to SAVE
Scriptor after you've typed it, before vou run it,
or you will find a sizeable chunk of your typing
erased when you exit. You can free up more mem-
ory for text by deleting the "help" function. Take
out all lines from 1570 to 1700 and remove line
775. If you'd rather keep this handy aid, leave
these lines alone.
If you get the message "Error in DATA state-
ments" when you run the program, vou need to
check your typing on the bank of machine lan-
guage DATA statements at the end of the pro-
gram. Also make sure vou haven't typed a letter
"O" for a zero (the zero is thinner than the "O").
If you have an Atari 825 printer, you will need
to type in the lines in Program 2. This will replace
the lines used for the MX-80 with lines applicable
to the 825 80 Column Printer. If you have another
printer, refrain from using special characters such
as underlining, and you will probably be able to
get one of the sets of lines to work.
Getting Started |
The Scriptor is a full-scrolling, character-oriented
word processor. Usage of cursor control keys is
similar to normal Atari editor functions, with these
exceptions:
1. <RETURN> is used only to force a carriage
return, as at the end of a paragraph, or to print a
blank line. The computer will format your line
when you print it out, so just type continuously.
Do not press <RETURN> at the end of each line.
Pressing <RETURN> prints a back-arrow at the
end of the line, and erases all text to the end of
that line.
2. Insert and Delete character (CTRL-INSERT/
CTRL-DELETE) work on whole "paragraphs." A
paragraph is a block of lines from the cursor to a
"back-arrow." If there is no back-arrow, one is
assumed at the end of text. Therefore, insert and
delete can be quite slow if you don't have a back-
arrow somewhere,
3. Insert and Delete line work on the entire
document. The screen will blank during this op-
3^rthur§
RETURN THE SCROLL and claim Camebrs Crown!
King Arthur has made you his heir.
But; gallant knight^ to prove
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AND DEFY ALL PERILS!
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FIND AND RETURN
TO ARTHUR
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eration. This is normal and speeds up the process,
as it can be slow on long documents.
4. All TAB controls work normally, just a
little slower. <CTRL-K> will clear all tab settings.
5. <CLEAR> will not clear the screen. It is
used to erase all or part of the text. Press <CLEAR>
< A> to erase all text. Press the Atari logo key to
abort the erase function.
6. The break key is disabled. Use <CTRL-Q>
to exit the program.
7. The ESC key enters the "mini-DOS." (See
below.)
8. The console keys are "live"; see a descrip-
tion of their functions later.
9. The Atari logo key is disabled for normal
typing. Within prompts, it acts as an "abort" key.
Getting Control
Since the Atari is not a dedicated word processor
(that means it's just not a "word processing
machine" like a Lanier, but is, rather, a general-
purpose computer), it does not have special keys
to activate word processing functions. Instead,
the <CTRL-key> combination is used. For example,
to quit the program, you would hold down <CTRL>
and press <Q> , The CTRL key stands for "Control"
- it is like a special shift key. The keys are linked
mnemonicalh/ (easy to remember) to the commands
they stand for, such as <P> for Print Text. To get a
list of the commands and what they stand for at
any time, just press <CTRL-?> (hold down CTRL
and press the question mark) for a HELP menu.
See Table 1 for a quick-reference chart of the
commands.
Going Around The Biocic
An important feature in a word processor is block
move and delete. Scriptor lets you "define" a
series of up to 23 lines. You can then move these
lines to another place in the text with Line Dupli-
cate, or delete the defined lines with <CLEAR/D>
(Erase: Defined lines). To define a block of lines,
just place the cursor on the first line and press
<CTRL-D>. A flashing arrow will appear to the
left of the line. Press cursor-down, and another
symbol will appear underneath. Press cursor-
down until all the desired lines have an arrow to
their left. Then press <RETURN>. If you make a
mistake, just try again, or press cursor-up while
defining.
To copy these lines to another place, position
the cursor at the place you want the lines to ap-
pear, and press <CTRL-L>. If you haven't defined
any lines, this command will be ignored. Note
that you can press this key more than once to
make many copies of the lines. You may want to
delete the defined lines after you move them.
Press <CLEAR>. You will see the prompt
60 COMPUTE! /Spril1983
"ERASE:". Press <D>. The lines will be deleted,
just as if you used Delete line multiple times.
A IVIini-DOS '
The ESC key activates the "mini-DOS." It lets
you look at the directory and scratch, rename,
lock, or unlock files. When you press <ESC>, you
will see:
ra i r- e c t o r- v F IHo *: i''^ , llTn I o c k , llk;f n a i*iie ,.
Press the appropriate key. For all except the
directory, you will need to enter a file name. The
cursor, a half box, will be at the top of the screen.
The only editing key you can use here is
backspace.
Remember that you can abort any time before
pressing <RETURN> by pressing the logo key.
While the directory is listed, you can press <ESC>
again to keep the directory on the screen while
you use one of the other functions. You can also
press [SELECT] (see later) to save or recall a file
while looking at the directory. If you get an error
message at the top of the screen, check the disk
and your entry and try again.
For Ttie Record... i
To save or recall a document, press [SELECT].
The screen will display:
Press the appropriate key, enter the file name,
and the document will either be stored or re-
trieved. If you Recall a document, it loads starting
at the line the cursor is on. This lets you add text
to a document. Press START twice to home the
cursor to the start of the text. If you get an error
message, check to see you have the right disk,
consult the DOS Manual, and try again. Remember
that your file name must start with a capital letter
and be followed by up to seven capital letters or
numbers. You can optionally put a three-character
"extension" on the file if you separate it with a
period, e.g., EDITOR.DOC, DRAFT3.CGB,
DUNGEON. MAP, etc. You should not enter the
"D:" prefix. I
Printer A La l^ode
Different printers offer special print densities and
formats such as boldface, underlining, sup^r- and
subscripts, double-width, condensed, propor-
tional spacing, etc. To underline a \vord or phrase,
enclose it in <CTRL-brackets>, In other words,
<CTRL-,> is underlining on, and <CTRL-.> is un-
derlining off. Underlining works only on the 825
printer. If you have GRAFTRAX installed in your
MX-80, underlining produces italics.
The following is an advanced technique. You
can "define" up to ten special characters and print
them at any spot in your text. To define a character.
The Official
The game that puts space games in
perspective. Zaxxon". one of the most
popular arcade games of 1982. is now avail-
able for use with your home computer
system.
Zaxxon " technology and creativity present
a 3-dimenslonal-like playfietd which sets
Zaxxon" looks and sounds like aircraft
flight, and players can soar to new levels of
rame computer entertainment. From the
daring attack on the enemy's floating for-
tress and the blazing battle against the en-
emy's fighter fleet to the final showdown with
the deadly armored robot, Zaxxon " chal-
lenges the skill and imagination of every
player at every level of skill.
Imagine yourself the pilot, attacking the
enemy fortress-climbing, diving, strafing to
score points and extra fuel. The enemy
fights back with a barrage of missiles and
gunfire. Then you face a fleet of enemy fight-
ers in a gripping dogfight of altitude strategy
and flying skill. Survive this battle and the
enemy's fortress, defended with laser bar-
riers, then you've earned the ultimate chal-
lenge; a blazing confrontation with the pow-
missile.
Zaxxon " is the one game that you must see
to believe, You have to play it to feel its im-
pact. If you're ready to face the challenge,
check with your local software dealer or
send check or money order with S2.00 post-
age'handling. California residents add
6V2% sales tax. Available on cassette or
diskette. Suggested retail price $39,95.
Available in January on Atari *, February on
Apple' and Radio Shack' Color, and April
on 11 99 4A"' and NEC 6000'".
Patajoftinc:
Nt=i>' COMPUTER SOFTWARE
9421 Winnetka Avenue
Chatsworth,CA 91311
(213)701-5161
:cl982Da)asoft' Inc.
Dalasotl' is a registered trademark of DaiasotI Ine.'
Sega • and Zaxicon - are registered Irademarlis ot Sega Enterprises Inc
A saiiiplc text ficrecii created -with tlw "Scriptor" won!
processor.
set up a format line (sec the discussion of fonnat
lines, below) witii <CTRL-F> and enter your defi-
nitions such as "1 = 123:2 = 123:3 = 27", etc. You
can then output the CHR$ code of the defined
characters bv embedding a caret (""") in vour
text, followed by the number (e.g., " 4). If you
don't put a number after it, a caret will print; other-
wise, the character associated with the number
(0-9) will be output. You can also output ASCII
characters from within a format line with the "as"
format command. For example, "as27:asl8" will
activate proportional spacing on the 825 printer.
Use "as27:as69" for emphasized mode on the
MX-80.
Formatting Text
Since you are typing in the raw text, with no mar-
gins or line breaks, how does the computer print
a nice formatted page? The computer assumes a
left margin of five, a right margin of 75, single
spacing, a page length of 66, and 50 lines to be
printed per page. You can change these "default"
values with a format line.
A format line is like an embedded command
line. The line starts with a "format character" to
prevent the line from being printed out. To get
the format character, press <CTRL-F>. You should
get a right-pointed "wedge." Then type in your
commands. All commands are two lowercase
letters, usually followed by a number. You can
put multiple commands on the same line if you
separate them with colons. For example, the
following line:
► X m3.(i : r~ i-*7 © : s p 2 f-
will set the left margin to ten, the right margin to
70, and line spacing to two. Here is an explanation
of each formatting command. Also see Table 2 for
quick reference.
62 COMPUret ;4cnl1983
Note llnil n represents a lUDuber, with no space
between the coniniaiid ami the muuher. No real error-
checking is performed on the )uii!il>er.
as n Send byte ;; to printer.
cm: Comment line. You can type one screen
line of comments. They will not be printed
to the printer. Thev are just for vour
convenience.
en t! Centering. If n =: 1, then centering will
be ON, and all following lines will be centered
until reset bv cnO. If n = 0, then centering is
turned OFF.
fp Forced paging. Normally, the printer will
"page," or go on to the next page, when the
number of lines printed equals your lines per
page (Ip), which defaults to 50. Forced paging
pages to the next page, regardless.
Im II n = left margin, which should be less
than the right margin.
In II Print ii blank lines.
Ip It Sets lines per page to n - ii should be less
than the page length, to allow some blank
space at the bottom of each page.
nf: fUcitaiiie Will "chain" to next specified file,
permitting a document to be split up into
many parts. The nf insures that they will all
print as one big file. The formatting com-
mands carry over to each file.
pi It Sets the page length, which is almost
always (and defaults to) 66.
rm II ;; = right margin, which should be less
than the maximum width and greater than
the left margin. j
sp ini = l single spacing, ii — l double spacing,
;; = 3 triple spacing, etc.
Start Ttie Presses
To print vour document, press <CTRL-P>. You
should see: I
P- R T H T
e C ^ F-" 3
To start printing, just press <RETURN>. The
printer head should be positioned at about the
start of the page. The "C/F" indicates any selected
option. "C" stands for Continuous Print. You
would use this option with pinfeed or roll paper.
It will automatically page to the start of each sheet.
If you do not select continuous print, the computer
will beep at the end of each page and pause. You
should put in another sheet of paper and press
<RETURN> to continue printing.
Note that pressing a key any other time during
printing will abort the printout. The "F" option
stands for Fast Printout. It will blank the screen
during the printing, increasing printing speed
better than 30%. Some pec^ple, however, find a
i^m
'Wymmm^m
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I 40a'SClO IS > tradarufk
blank screen disconcerting. To select one of the
options, press either "C" or "F." The appropriate
letter will light up and flash. To reset the option
(cancel it), press the key again. Press <RETURN>
when you are ready to print the text.
Customizing Scriptor
The progrann is fairly well-structured, with sepa-
rate sections for all functions. The control keys
are executed via a branching IF/THEN "bucket
brigade." Just patch in your own command where
desired. Some functions you may want to add
are: block transfer (performs both block insert
and block delete). Search and Replace, Insert from
Disk, simple data merge, etc. Machine language
programmers may want to try their hand at speed-
ing up certain aspects of the program, such as
Insert Line, Delete Line, and even Print Text.
Some useful subroutines are: GOSUB 540
Quick Reference
Table 1: Editing Commands
Control Keys
A Advance one screen forward
B Back up one screen
D Define Lines
F Print Format Character
G Go to specified line
K Clear all tab settings
L Duplicate defined lines
P Print Document
Q Quit Program
SHIFT-INSERT
SHIFT-DELETE
CTRL-INSERT
CTRL-DELETE
CLEAR
CAPS/LOWR
ESC
Cursor keys
[OPTIONl
[SELECT]
ISTARTI
[CTRL-,]
ICTRL-.l
Insert a line
Delete a line
Insert a space
Delete a character
Erase:
A = AI1 R = Remainder
D = Defined Lines
Upper or lowercase
MiniDOS
Moves cursor with two-way scrolling
Non-destructive carriage return
Save or Recall text
"Home" cursor
Underlining ON
Underlining OFF
Print special character
Table 2: Formatting Commands
Command Description
as n Send ASCII character n to printer.
cm:xxxx Comment line
cnn Centering 1 = on, 0 = off
fp Forced Paging
Im n Set left margin to n
Inn Don linefeeds
Ipn Set lines per page ton
nfifile Link to Next File
pi n Page length
nan Set right margin ton
spn Set line spacing
Default
OOff
50
66
75
1 (single)
The HELP Screen in "Scriptor."
returns the number of ines the user has typed
(not necessarily the maximum number of lines) in
EOT. GOSUB 600 clears the top line of the screen
and positions the cursor at the first character,
ready for a message. GOSUB 460 performs error-
checking and adjustments on the X-Y position of
the cursor. GOSUB 2650 returns an adjusted (up-
percase if AL = 1, no cursor controls, etc.) character
in A. GOSUB 2730 is a pseudo-INPUT routine
that returns IN$. Variable MX controls the maxi-
mum number of characters.
TRAP 2170 will vector errors to an "I/O Error"
message. There are two re-entry points for the
editor proper: GOTO 650 which clears and "re-
freshes" the screen, and GOTO 680 which just
adjusts the cursor and continues keyboard entry
(faster).
Primary variables are: CL - the pointer to the
top line (from 0-#lines) of the screen; X - the
horizontal position of the cursor 2-39; Y - the ver-
tical position of the cursor on the screen, 1-23;
TXS - the string that contains all the text and is
organized in 38 character substrings, one for each
line; T$ and T - "temporary variables"; A - usually
a keystroke typed; SCR - the address of the screen
memory origin; NL - number of defined lines;
FRL - the starting line in text of the defined lines;
RL - the starting line in TX$ for reserved lines
(the buffer). Several constants are QO, Ql, Q23-
which return 0, 1, or 23 (saves memory); L2 = 38;
L = 40; B$ is 38 null (CHR$(0)) characters.
Program 1.
too
1 lO
455
460
470
480
490
REM
GOTO
RUN
IJiI.I.Ja.^--TnT:
5000
D: SCRIPTOR"
PF=QO:IF X<2 THEN X=39:Y=Y-D1
IF X>39 THEN X=2:Y=Y+Q1
IF Y<Q1 THEN Y = Q 1 : CL = CL-<3 1 : PF = Q 1
IF Y>Q23 THEN Y=Q23 : CL=CL+Q 1 : PF=
Di
64 COMPUni April 19B3
*o«:
>
*«»•
V
You're the pilot of The
Eliminator, a space fighter
of the Defender Class. Your
ship can respond with
lightniing speed, and it's
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t you're outnumbered!
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ARCADER
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RS-80 VERSION BY wiYN| WESTMORELAND & TERRY OILMAN
Ie 2 ■ 48K DISK (D0B 3.3*RE^'D.) 042-01 34 $29.95
ATffRMBKTAPE I ^ 0500134 $24.95
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TRS-80-16KTAPEMOiELiC#r 010-0134 $19.95
TRS-80-32KDISKMOiEL1OR3 012-0134 $24-95
RING'^ft HAh^DLINI
E FO^OUp FH
J w
JiRICES SUBJECT TO CHANGE WITHOUT NOTICE
">"*Y CATALOG
ART <£j 19B1 - DON DIXON
soo
510
520
5 30
540
550
560
570
580
590
600
610
611
612
613
6 20
630
640
650
655
6 60
6 70
675
6SO
690
710
720
740
7 70
790
800
310
820
830
S40
aso
860
870
880
890
900
IF CL<QO THEN CL=Q0
IF CL>CMXL-Q23) THEN
IF PF=QO THEN RETURN
L0C=CL*L2+Q1:T=USR(SCRZAP,
* (LOO ) ) : RETURN
REM *** FIND END OF TEXT
P=ADR(TX«) : T=P+RL*L2-D1
A = USR(EDC0ti,T,P,2> :A = fi-P
LC=A:EOT=INT(A/L2>
RETURN
REM ««« ERASE TOP LINE
COLOR 32:PL0T Q1,Q0:DRAWTD
:PLQT Q1,Q0:RETURN
REM *** START OF EDITOR
MXL=INT(FRE(Q0)/4 0)-25:RL=
DIM TX« < fMXL+D23) *L2) : 7 CH
) ;
TX*=CHR* (QO) : TX* ( (MXL+Q23>
X$: TX* (2) =TX*
SCR = PEEK (88) +256* PEEK C89) :
59, 46: POKE 842
X=2: V=Q1 : CL=Q0
REM *«* ENTRY
POKE 54286, 192
POSITION QO.QO
ptor Word Processor"; :COLO
RAWTO L2.Q0:PL0T 32, QO
L0C=CL*L2+Q1:T=USR(SCRZAP,
* (LOO ) )
IF TF THEN TF=QO;GOTa 310
IF FIRST=DO THEN POSITION
? MXL; " Free" ; : TF=Q1 : F I RST
POKE 5324S, X«4+44
IF Y=DY THEN 740
ADJ0Y=0Y«4+I6:ADJY=Y*4+1&
A=USR (CURSOR, PMB+AD J DY,QO)
(CURSOR, PMB+ADJY, 15) :OY=Y
K=PEEK (53279) : IF K<7 THEN
T = PEEK (764) 1 IF T = 255 OR T =
T=154 THEN 740
IF T=166 THEN POKE 764,255
1570
POKE 694,00: A=USR (6CHAR)
IF TF THEN 650
CL=MXL-Q23
ADR (TX
12
POKE 702.
FOR EACH
QO
PA
L2, DO
MXL+1
R* ( 125
«L2) =T
POKE 5
GE
C7 SPACES>Scri
R 32 :D
ADR (TX
31 , QO:
= D1
: A=USR
25 7 0
39 OR
: GOTO
9 10
IF
920
IF
TO
930
IF
TO
940
IF
TD
950
IF
960
IF
TO
970
IF
980
IF
IF A<32 OR a:m:
0
A = A-32* ( A<96)
POKE SCR + X-f-L«Y
LDC= (CL+Y-Ql ) *
TX* (LOC, LOO =C
X=X+Q1-BF: GOSU
BF=Q0:60T0 680
IF AOI55 THEN
GOSUB 2640: POK
(LOC, LOC+L2-X+
TX* (LOC, LOC) =C
BOTO 650
A=6 THEN A=
A=28 THEN Y
680
A = 29
6 80
A=30 THEN X
68 O
A = 96
A = 31
680
A = f30 THEN A
A=126 THEN
QO: BF=D1 : GOTO
IF A< >255 THE
OR A=96 THEN 88
L2+X-Q1
HR* (A)
B 460
910
E SCR+X
Ql ) =B*:
HR* (94)
127: BOT
= Y-Q1 : G
+L*Y, 94: TX*
X=2: Y=Y+1
: GOSUB 460:
0 830
OSUB 460: GO
lOSO
1060
1 Ci 7 0
lOBO
1090
1 lOO
1 1 1 O
1 1 20
1 1 30
1140
1 150
1 160
1170
1 1 30
1 190
1200
12 10
1 2 2 O
1230
1240
125 0
1260
1270
12 80
1290
1320
1330
13 40
1350
1355
1360
1365
1370
1372
1375
1380
14 00
1 4 1 O
THEN Y = Y-hQ1:G
X-Ql : G
OSUB 460: GO 1420
OSUB 460: BO
THEN
THEN
1040
66 COMPUTE! April 1983
=74: GOT
= X+Q1 : B
=72: GOT
X=X-Q1 :
830
N 1070
0 330
OSUB 460:G0
O 830
GOSUB 460:A
1430
1440
14 50
1460
1470
1480
1490
A = USR
2 + X-Q
)
BOTO
IF A<
A = USR
2 + X-Q
)
GOTO
IF A<
GOSUB
GOSUB
FOR I
P -01
: TX* (
T= (CL
*
X = 2: P
IF A =
set a
Q 1 ) = "
IF A =
c i ear
1 , X-Q
IF A <
IF TB
tabs
(EDCOM, ADR(TX*( (CL+Y-Ql) *L
1) ) ,ADR(TX*(MXL*L2 + 3 7) ) ,QO
650
>254 THEN 1100
(EDCOM, ADR(TX*( (CL+Y-Dl) *L
1) ) , ADR (TX«(MXL*L2+3 7) > ,Q1
650
>157 THEN 1160
590:? "Insert Line";
540:P0hE 559, QO
=EDT+ (EOT<MXL ) TO CL+Y STE
:T*=TX*( (I-Ql) «L2+D1, I»L2)
I *L2+Qi , I *L2+L21 =T*: NEXT I
+Y-Q1) *L2:TX*(T+D1,T+L2)=B
OKE 559, 46: GOTO 650
159 THEN GOSUB 590:? "Tab
t " ; X-Ql : TF = Q1 : TB* ( X-Ql , X-
t" : GOTO 740
158 THEN GOSUB S90:? "Tab
ed at "; X-Ql : TF=Q1 : TB* ( X-Q
1 ) =CHR* ( QO) : GOTO 740
>127 THEN 1230
*=B* THEN GOSUB 590:7 "No
set ": TF = Q1 : GOTO 740
FOR
QO)
: GOS
T=I :
X = T +
IF A
GOSU
GOSU
FOR
Qi ) *
, I *L
T = EO
X = 2:
IF A
"CI e
O
IF A
GOSU
GOSU
IF A
IF A
1 =
TH
UB
1 =
Ql
B
B
1 =
L2
2 +
T«
PO
= 1
ar
X
EN
4
L2
: G
IS
59
54
CL
+ Q
L2
L2
KE
1
a
TD
NE
60:
: NE
OTD
6 T
O:
0: P
+ Y-
1 , <
)=T
: TX
1-1 .-I
THE
1 1
L2:
XT
GOT
XT
68
HEN
D
OKE
Ql
1+2
* : N
* (T
9 , 4
N G
tab
IF
I :
D
I
O
1
el
5
TO
) t
EX
+ G
6:
OS
TB* (1,1) =CHR* (
T=L2: X=2: Y=Y+Q1
120 0
290
e t e
59,
EO
L2)
T I
1 , T
GOT
UB
: TB
Line";
QO
T: T* = TX* ( ( I +
: TX* ( I *L2+Q1
+L2) =B*
O 650
590: TF=Q1 : ?
*=B*:GDTD 74
GOTO
IF A
■7 "R
SUB
TX* (
«L2)
OC) :
IF A
? "D
GOSU
O
FDR
L + Ql
L2 + Q
FOR
, I *L
POKE
IF A
GOSU
FL = C
POKE
LOC =
<>125 THEN 1450
B 590:? "Erase: ";
B 2650
=155 THEN 650
< >65 THEN 1370
HI - " ; : GOSUB 2540
613
< >82 THEN 13SO
emainder - ";: GOSUB 2540:G0
2640
L0O=CHR*(Q0> :TX*( (MXL+Q2 3)
=CHR*(QO) :TX*(LOC+ai)=TX*(L
GOTO 650
< >6B OR NL=-Q1 THEN 650
efined Lines - ";
B 2540:P0KE 559, QO: GOSUB 54
I=FRL-Q1 TO EOT: T*=TX* ( ( I+N
) *L2 + Q1 , ( I+NL + 2) «L2) : TX* ( I «
1 , I *L2 + L2) =T*: NEXT I
I=EOT-NL TO EOT: TX* ( I *L2+Q1
2+L2) =B*: NEXT I:NL=-Q1
559,46:60T0 650
<>4 THEN 1810
B 590:7 "Define Lines";
L: FR=Y: FRL=FL+FR: NL=G0
SCR+l+L* (FR + NL) ,223
CL«L2+(FR+NL-Q1) »L2:T=RL»L2
1500
1510
15 20
1530
1540
1550
157 0
15 SO
1590
1595
1 AlO
1620
1630
1635
1640
+NL*L2: T*=TX* (LOC+Dl . L0C+L2) : TX
* (T+Ql , T+L2>=T*
GOSUB 2650
IF A^29 AND FR+NL<22 THEN NL=NL
+Ql:60TO 1480
IF A=2a AND FR+NL>FR THEN POKE
SCR-m-L« (FR + NL) ,DO:NL = NL-Ql
IF A=155 THEN 1550
BOTO 1500
FOR I=QO TO NLiPOKE SCR+t+L«(FR
+I),QO:NEXT I : GOTO 650
POKE 5324B,Q0: PRINT CHR*(125):P
OSITION 13,Q0:7 " ■SMU J
7 " CDOWN: <:TAB3 <3 SPACESlControl
Keys: "
7 ■'[r=Advance Page [D=Page Back"
? "E=De-fine Lines (S=Print form
at char."
? "I5=Kill all tabs [S=Line Dupli
cate"
7 "E=Print te>:tt4 SP ACES> C=Gu i t
"Atari K;ey = Cancel Com
"^y. Print special cha
" <;D0WN>HHI3mil Erase:
ined Lines":POKE 85,16:
nder "
1650 7 ■■ HmSSmiH Non-destruc
1660 7 '■ {DOWNJOagMSaH Fller
or 3a ve"
1670 ? '■ {D0WN3 l*=lfcJ:I:>*1 'Home
Press twice to go t
of t e >; t . '■
? " <:D0WN: H^ISl Hini DOS
7 " CDOWN: Press [3311131. "
CHAR) : GOTO 6SO
IF A0 12 THEN 19 10
GOSUB 590:7 "Duplicate
lines";
IF NL<Q0 THEN 650
FOR I=QO TO NL
IF CL+Y+I-Ql >MXL THEN
1900
T=RL*L2+I «L2
T2=CL*L2+<Y+I-G1) *L2
T« = TX* CT + Ql , T + L2)
TX« (T2+Q1 , T2+L2) =TS
NEXT I : Y=Y+NL+Q1 : GOSUB
650
IF A< >27 THEN 24O0
POSITION 2,QO:7 "Eirect
, [En lock, [Sen am e , 3:r a t c h 7
GOSUB 2650:J=A
IF J076 AND JOBS AND
D J<>6a AND J<>e2 THEN
IF a<>ASC("D") THEN 202
? CHR* ( 125) i POKE 53248,
TRAP 2170:0PEN #2,6,00,
INPUT #2,T*;7 T*:IF LEN
THEN 2000
GOTO 1980
CLOSE *2:TRAP 40000:GDS
"Press a k ey . , B" ; : OK= 1
650: IF A=27 THEN 1920
mand " : 7
racter "
ini ESef
7 " ige m a i
tive CR"
: [Secal 1
' cursor
o st art
1680
1700
1810
1820
1830
184 0
1850
1860
1870
1880
1890
1900
1910
1920
1930
1940
1950
1960
1970
19SO
1990
2000
: A=USR (6
defined
I=NL: GOTO
2010
2020
2030
2040
2050
2060
2070
GOTO 650
GOSUB 590:J=A
IF J=76 THEN ?
IF J=83 THEN ?
IF J=B5 THEN 7
IF J=ASC("R")
7 "Enter
"giaain3r>"
" ■ij:iJtii»r;> "
THEN 2130
Fi 1 en ame; " ;
460: GOTO
Q r y , D|o c k
J083 AN
1930
O
00
" D : * - * "
(T«) < 17
UB 590:?
: GOSUB 2
: J = 35
; J = 33
: J = 36
2080
2090
2100
2110
2120
2130
:140
2 ISO
2160
2170
2180
2190
22 0 0
2210
2230
2232
2233
223B
2240
2250
2260
22 7 0
2 280
2 29 0
2300
23 10
2315
2320
2330
2340
2350
hX=l
T« (3
10
TRAP
24.
24,
TRAP
P 40
TRAP
60SU
&*? I*
*: T«
GOSU
; : MX
1 ) ="
TRAP
AP 4
GOTO
TRAP
CLOS
"I/O
GOTO
GOSU
ICCO
L=IC
B#3
GOSU
IF A
GOSU
e n a
3> =1
POSI
TRAP
#3:
*; "
GOSU
TO 2
CLOS
217
TRAP
POKE
CBAL
- ( IN
LN= (
, INT
(LN/
2: AL =
) =IN*
QO: ?
2170
QO: GO
QO: DR
2170
00 0
4000
B 590
; : MX =
< i , 2)
B S90
= 1 2 : G
, " : T«
2170
OOOO
650
2170
E #3:
Err o
740
B 590
M = a34
BAL + 4
B 26S
< >ASC
B 600
me 7 "
N*: T*
TION
ai:GOSUB 2720
: T* < 1 , 2) ="D: ": POSITION
DEL* ( 1 , 15) iS
:IF J=33 THEN POSITION
SUE 2540: COLOR 32: PLOT
AWTO 38,00
:XIO J ,#2,Q0,Q0, TS: TRA
0:GOTO 650
;7 "l;)d:f:1Zrj>Cur rent nam
12:G0SUB 2720 : T* < 3 ) = I N
= " D : "
:7 " ^XMlllSSS^y New name? "
OSUB 2720; T* <LEN (T«) +Q
<LEN (T*) +Q1 ) =IN4
:XIO 32, #2, DO, QO, T«: TR
: POKE 559. 46: CLOSE #2:
GOSUB 590:7 CHR«(253);
r #": PEEK ( 195) s: TF=G1 s
:? "gave or [Recall";
+ 48: ICBAL=ICC0M-i-2: ICBL
: ICSTAT=a35+4a: REM IOC
0:IF A=155 THEN 1380
<"S") THEN 2290
:7 "SAVE: C3 SPACES>Fil
; :MX=12: GOSUB 2720:T*(
( 1 , 2) ="D: " : GOSUB 550
5,0:7 DEL* < 1 , 12) ; " ING"
2 2
GOS
B 6
240
E »
0
21
IC
+ Q1
T (P
CL +
<LN
256
38:OPEN #3 , 4 , QO , T« : CLOSE
UB 600:7 " r-Tal :J W:TiJ a: ";IN
; : GOSUB 2540
00:7 "REPLACING ";IN*:GO
3: IF PEEK ( 195)
170 THEN
70:0PEN #3,a,Q0,T*
COM, i 1 : P=ADR <TX*) : POKE I
, INT (P/256) : POKE ICBAL,P
/256) «256)
EOT+Ql ) »L2: POKE ICBLL+Ql
/256)sPOKE ICBLL, LN- ( INT
) «256)
A=U5R(ADR(CIO«) ,48)
STAT):POKE 195, ERR:
N 2 1 7 O
CLOSE #3: TRAP 40000
QO: GOTO 650
IF A<>ASC<"R") THEN
LK = QO
GOSUB 590:? "RECALL
"; :MX=12: GOSUB 2720
« C 1 , 2 ) = " D : "
LOC=(CL+Y-Ql) »L2+Q1
R*<QO) :TX*( <MXL+Q23
0) :TX«<L0C+Q1)=TX«(
TRAP 2170: POSITION
, a) ; " ING" ; : OPEN #3,
ICC0M=834+4a: ICBAL=
L=ICBAL+4
POKE ICCOM, 5: P=ADR (
) «L2+Q1 ) ) : POKE ICBA
56):POKE ICBAL,P-(I
6)
LN= (MXL-<CL+Y-Q1 ) ) *
L-f-Ql , INT(LN/256) : PO
< INT <LN/256) »256)
: ERR=PEEK ( IC
IF ERR>1 THE
:POKE 53279,
650
: F i 1 en ame7
: T* (3) =IN«: T
:TX« (LOO =CH
) «L2) =CHR* (Q
LOO
a, O: 7 DEL* ( 1
4, QO, T*
ICCOM+2: ICBL
TX* ( (CL + Y-Ql
L+Gl , INT (P/2
NT (P/256) *25
L2:POKE ICBL
KE ICBLL, LN-
ApiilWS3 COMPUH! 67
; s GOSUB 2650:
THEN POP :
Handle console keys
130: A=USR (GCHAR) : POKE
2360 A = USR <PiDR(CIO*) ,48) :ERR = PEEK<IC
STAT):POKE 195, ERR: IF ERR>1 AND
ERR0136 THEN 2170
2370 CLOSE tt3;P0KE 5327"? , QO : TRAP 400
00: IF LK=QO THEN 650
2380 CL=QO:Y=Ql:X=2:T=USR<SCRZAP,ADB
(TX«> >
2390 GOTO 2950
2400 IF A<>17 THEN 24 10
2403 60SUB 600:? " BUZSj: ";: GOSUB 254
O
2405 POKE 53277, QO: POKE 53248, QO:POK
E 53774, 192: POKE 1 6 , 1 92 : GRAPH I C
S QO:POKE 702,64:END
2410 IF A=16 THEN 2840
2420 IF A=D1 THEN CL=CL+Q23: Y=Q 1 : GOS
UB 460: GOTO 650
2430 IF A=2 THEN CL=CL-Q23 : Y=Q 1 : 6DSU
B 460: GOTO 650
2500 GOTO 640
2540 ? "Are you sure
F 1-(A=121 OR A=89)
DTO 650
2550 RETURN
2570 REM **«
2580 POKE 764.
77, QO
2590 IF K=5 THEN 2180
26O0 IF K=3 THEN X=2 : Y=Y+Q 1 : GOSUB 46
0:BOTO 680
2610 IF K=6 AND Y=Q1 AND X=2 THEN CL
=QO: X=2: GOTO 650
2620 IF K=6 THEN Y=G 1 : X=2 : GOTO 650
2630 GOTO 740
2640 L0C=(CL+Y-Q1)«L2+X-Q1: RETURN
2650 T=QO:REM GET A KEY
2660 IF PEEK(20)>20 THEN T=Qi-T:POKE
20. DO: POKE 755, T*2
2665 IF OK THEN IF PEEK < 53279 ) =5 THE
N POKE 755, 2: POKE 559, 46: POP :P
OKE 764, 130;A=USR<GCHAR) :OK=0:G
OTD 2 180
2670 IF PEEK <764 > =255 THEN 2660
26BO IF PEEK <764 )= 154 THEN 2660
2690 IF PEEK<764)=39 THEN POKE 764,2
55:S0UND QO , 5 , 1 2 , 4 : POP : FOR T=l
TO 5:NEXT T:SOUND QO , QO , QO , QO :
GOSUB 27 10: GOTO 650
2700 TRAP 2700: A=USR (GCHAR) : TRAP 400
OO: IF A>96 AND A'' 123 THEN A = A-3
2*AL
2710 POKE 755,2:P0KE 559 , 46 : RETURN
2720 REM «** PSEUDO-INPUT
2730 IN*=""
2740 ? CHR« (21 ) : CHR* (30) ; I GOSUB 2650
:? CHR* (32) ; CHR* <30) ;
2750 IF A=155 THEN 2820
2760 IF A=126 AND LEN(IN*)>1 THEN IN
*=IN* ( 1 , LEN < IN$) -Ql ) : ? CHR*(A);
:GDTD 2740
2770 IF A=126 AND LEN(IN«)=Q1 THEN ?
CHR* (A) ; : GOTO 2730
2780 IF LEN(IN*)=MX THEN 2740
2790 IF (A<32 OR A>90) AND A<96 OR A
>122 THEN 2740
2800 ? CHR* ( A) ; : IN* (LEN ( IN* ) +Q1 > =CHR
* (A)
2810 GOTO 2740
2820 AL = Q1:IF IN* = "" THEN POP : GOTO
650
2S30 RETURN
68 COMPUTE! April 1983
2840
2850
2860
2870
2880
2890
2900
2910
2920
2930
294 O
2950
2960
2970
29BO
2990
3000
3010
3020
3030
3040
3060
3070
3080
3090
3100
3105
:107
31 lO
31 20
3 1 30
3140
3150
3160
3 170
3 180
3190
3200
3210
3220
REM
GOS
CON
= 48
GOS
IF
10
28
IF
QO:
GOT
TRA
GOS
LM =
SP =
GOS
QO
FOR
IF
0: P
Z = A
IF
IF
N 3
IF
150
IF
T #
IF
T »
T = A
15
> : P
IF
IF
#2
C = C
PUT
T = Q
FOR
SC <
31 1
TT =
T = 9
<BR
IF
HEN
NEX
GOS
PRI
RAP
FOR
C = L
Ql
IF
IF
STE
T ( I
O 3
FDR
I
NL =
REM
T=I
2: R
*
UB
= Q
■f-I
UB
A =
,Q
70
A =
?
0
P
UB
5
J
UB
P
PE
DP
SC
CN
Z<
07
Z =
: G
Z =
2,
Z =
SC
AN
= P
Z =
c
, 3
+ 1
#
O:
I
BR
0
AS
4
K*
T =
P
T
UB
NT
4
I
M:
** Printer O
590:? "PRINT
0:F=QO:FOR 1=
:NEXT I
2650: IF A=15
67 THEN CDN=1
0:? CHR*(67+1
70 THEN F=l-F
CHR* <70+12B»F
2870
2170:DPEN #2,
590: ? "Pr 1 nt
RM=75: CN=Q0: N
PL=66: LP=50: C
540: IF F=l T
Lit put
: < C / F ) "
QO TO 9:PC(I)
5 THEN
-CON: PO
28*C0N)
: POSITI
) :GOTO
8, QO, "P:
i n q . . . ■'
L = QO
= LM
HEN POK
2910
SITION
; : GOTO
ON 12,
2870
E 559,
=Q1 TO LC
EK(764)<255 THEN GOSUB 265
:eOTO 3140
< TX* <P) )
= Q1 AND Z0127 THEN 3460
62 OR (Z>96 AND Z<123) THE
O
94 THEN GOSUB 3210: GOSUB 3
OTO 3 120
72 THEN UL=Q1:PUT *2,27:PU
52:GOTa 3120
74 THEN UL=QO:PUT «2,27:PU
53: GOTO 3 120
(TX* CP+Ql ) ) : IF Z=62 AND T>
D T<26 THEN PUT #2,PC(T-16
+1:G0TD 3120
127 THEN 3230
LM THEN FOR I=Q1 TO LM:PUT
2:NEXT I
2, Z+32* (Z<64>
IF RM-(;>=10 THEN 311
=1 TO LEN (BRK*) : IF Z
K* ( I , I J > THEN NEXT I
C (TX* (P+Ql ) ) : IF TT=Q
OR Z=QO OR Z=13 THEN
):NEXT I:GOSUB 3150:
Ql AND ASC (TX* <P + Q1 )
= P-i-Ql:IF P<LC THEN 3
P
150
#2: CLOSE «2-P0KE 55
00O0:GOTD 650
=D1 TO SP:PRINT #2:N
NL=NL+SP:IF CN<QO TH
O
+ 3 2< >A
: GOTO
0 OR T
I=LEN
T = Q1
)=Q0 T
1 lO
9, 46: T
EXT I
EN CN =
NL<LP THEN RETURN
CQN=QO THEN FOR I=QO TO 255
P 17:S0UND GO , 255- I , 1 0 , 1 5- I N
/17):NEXT I : T=USR ( GCHAR ) : GOT
200
I=Q1 TO PL-LP:PRINT *2:NEXT
DO: RETURN
*«« SKIP TRAILING BL
NT<P/L2) :P=(T+Q1-(P/L2
ETURN
ANKS
=T) ) *L
3230 REM Handle special formatting
3240 P=P+Q1
3250 CM* = TX* (P. P + Ql ) : T*=" "
3260 FOR I=P+2 TO LC
3270 IF TX* ( I, I ) > = CHR* (16) AND TX*(I
,I)<CHR*(26) THEN T* ( LEN ( T* ) +Q 1
3280
3290
3300
3310
3320
3330
33A0
3350
3360
3370
3380
3390
3400
3410
3415
3420
3430
3440
3450
3460
3470
3480
3490
3500
5000
5010
5020
5030
5040
5045
5050
5070
5O80
5090
5100
51 lO
) =CHR*(ASC(TX« (I, I) ) +32) :NEXT I
V=QO: P=I : TRAP 3290: V=V AL ( T* )
TRAP 2170: IF CM$="cn" THEN CN=V
IF CM*="ln" THEN FOR J=Q1 TO V:
GDSUB 3150:NEXT J
IF CM*="sp" THEN SP=V
CMt="pl" THEN PL=V
CH*="lp" THEN LP=V
CM*="lni" AND V >0 THEN LM = V:C
IF
IF
IF
= V
IF
IF
PUT «2,V
FOR I=P TO P+7
THEN NEXT I:
THEN P=I+Q1:G0T0 34
CH*="rm" AND V>0 THEN RM=V
CM«="fp" THEN GOSUB 3180:P0K
E 559,46-46»F
IF CM*="as" THEN
IF CM«="c(ii" THEN
9 : I F T X * ( I , I ) <> '"^ "
I=I-Q1
IF CM*="cm"
50
IF CM*<>"nf" THEN 3430
T*="D:":FOR I=QO TO 11:Z=ASC<TX
* <P+I , P+I) ) : IF Z<>94 AND P+I<=L
C THEN T* <3+I > =CHR* ( Z+32* < Z<63)
) sNEXT I
TX»<Q1)=CHR*<Q0):TX*(<MXL+Q23)*
L2)=CHR*(Q0) :TX*(2)=TX*
POKE 559,46;e0SUB 590:? "Printi
ng ■' sT«:LK=Ql :CL = QO: Y = Q1 :GOTO 2
320
IF ASC<CM*)>15 AND ASC(CM*)<26
THEN PC <ASC (CM«) -16) =V
IF TX«(P.P)<>"^" AND P<LC THEN
3240
GOSUB 3220; P=P+Q1 : GOTO 2970
REM ««* CENTER STRING
LN=Q0:F0R I=P TO P+79:IF TX«(I,
J J <; •;. i. .-H ,. THEN LN = LN + Q1 : NEXT I
WIDTH=RM-LM: UL=QO! IF TX«<P.P)=C
HR*<72> THEN UL=Q1
FDR I=Q1 TO CWIDTH-LN) /2+LM: PUT
#2,32:NEXT I
C=C+I : CN=-D1 s GOTO 2990
REM Wlj;t***i1»*i-:Ti*<nTM
GRAPHICS 17:SETCaL0R 4,1,10
DL = PEEK (560) +256*PEEK <561 > +4: PO
KE DL+5.7SP0KE DL+10,7:P0KE DL+
14,7
POSITION 6,4
S I T I O N 3,7:7
7 «6; "a33EnS33E" : PO
«6; '■ iS[iMjMd.;t.!M.=i--S--I-]:=
? #6
7) ; C
( 145
1 47)
? #6
; CHR
7 #6
ANNO
Q0 = 0
AP=1
AL=1
DIM
2) , C
) , CI
B* = C
DEL*
L* (2
TB* =
h" : C
V : C
OPEN
« 6 j " '■ : C
HR* ; 137) ; "
) ; CHR* (153)
* ( 14
: 7 #
N"
: Ql =
6BO:
: L2 =
T* (7
M« (2
0$ ( 7
HR* (
= CHR
> =DE
B* : B
10* <
lO* (
#1 .
6 ! " s
) ;
6 ; " f 3
1 : Q23 = 2
CURSOR=
3: GCHA
9) , IN* (
) , BRK* (
)
QO) : B* (
« (254) :
L«
RK*=" ,
4) =CHR*
7) =CHR*
4, QO, "K
HR* i 1 36) ; CHR* (22
^•Tsfuaemsm" ; chr*
; CHR* ( 152) ; CHR* (
ill systems svcs"
jPACESJCHARLES BR
3: RL=MXL+D1 : SCRZ
1739: EDC0M=1536:
R=1303: SND=1331
20) , B* (L2) , TB* (L
8) , PC (9) , DEL* (20
L2) =B*: B* (2) =B*:
DEL* (20)=DEL*: DE
. ! 7; : -" : CIO*="hh
(170):CI0*(5)="L
(228)
5120
5130
5140
5150
5160
5180
5250
5290
5300
i310
)20
5 3 ^N O
534 0
5350
5360
5370
5380
5390
5400
54 10
54 2 O
5430
54 4 0
5450
5460
54 7 0
5480
5490
5500
55 10
5520
5530
5540
5550
5560
5570
5580
5590
560 0
56 10
56 20
5630
564 0
5650
5660
5670
5680
5690
5700
57 10
5720
5730
5740
5750
6000
T=Q0:0Y=Q0:CL=Q0:L=4O:NL=-Ql
PMB=PEEK ( 106) -8: POKE 559,46:POK
E 5324B.Q0
POKE 54279, PMB: POKE 53277,3
PMB=PMBt256+512: POKE 704,56
FOR I=QO TO 255:P0KE PMB+I,Q0:P
OKE 708 + 3«RND(Q0) , PEEK (5 377 O) :N
EXT I
SETCOLOR 4,8,2
FOR 1=0 TO 70:READ A:POKE 12SO+
I , A: CHECKSUM = CHECKSUM + A: POKE 70
8 + 3»RND (QO) , PEEK (53770) : NEXT I
FOR I=0 TO 247:READ A:POKE 1536
+ 1 , A: CHECKSUM = CHECKSUM + A: POKE 7
0a+3*RND(Q0) ,PEEK(53770) :NEXT I
IF CHECKSUM< >47765 THEN PRINT C
HR* (253) ; "Error in DATA stateme
nts. . . " ; END
DATA 72.138,72,169,10,162,
,10,212,14 1, 24,20e, 141 , 26,
4 2, 23, 208, 104, 170, 104, 64
DATA 104.173.252,2,201,255
249, 133, 124, 162. 255, 142, 252, 2, 3
2,51,5,32,254,246, 133,212, 169,0
.133, 213,96
DATA 162,0,142,0,210
, 1,210, 160, 0, 234. 20O
2.16, 244, 96
DATA 216,104,104,133
?, 141
?oe, 1
,240,
162, 15, 142
208, 252, 20
!13, 104
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
GRAPH
133. 212. 104. 133. 204,
1 33, 203 , 104 , 104 , 208.
32, 109, 6, 165, 205, 7 6
43, 6, 160. 0, 177, 205
200. 145. 205. 198. 205,
205. 201 , 255
206. 197. 212
206. 197. 213
O, 177, 205,
136, 152. 14
104
47
16:
208, 2, 198
208, 235, 1 65
208, 229, 160
00, 145, 205
, 205. 96, 201
1 , 240, 3, 76, 221 , 6
32, 109, 6, 76, 91 , 6
160, 1, 177, 212, 136, 145
2 12, 230, 212, 208, 2, 230
2 13, 165
237, 165
231 , 169
213
197, 206, 208
197. 205, 208
0, 168, 145, 212
96. 165, 212, 133. 205. 165
213, 133, 206, 160, 0, 177
205, 201 , 94. 240. 18, 230
205, 2 08, 2, 230, 206, 165
206, 197, 204 , 203, 238, 165
205, 197, 203,208,232, 96
165, SB, 133, 203, 165, 89
1 33, 204, 104, 104, 133, 206
104, 133, 205, 162, 24, 76
188,6, 160, 0, 177, 205
200, 200, 145, 203, 136, 192
3a, 208, 245, 24, 169, 38
lOl, 205, 133, 205, 14 4,2
230, 206, 24, 16 9, 40, 101
2 03, 133, 203, 14 4, 2, 2 30
204, 202, 208, 218, 96, 104
104, 133, 2 04, 104, 133, 203
104, 168, 104, 145, 203, 200
192, 4, 208, 249, 96, 160
O, 177, 212, 208,20, 198
212, 165, 212, 201 , 255. 208
2, 198, 213, 197,203,208
2 38, 165, 213. 197, 204,208
232, 96
ICS 0:POKE 559,Q0:P0KE 16,
Apiin963 COMPUrei 69
6010
6020
6030
6040
6050
6060
64: POK
FOR 1 =
HR* ( 1 2
0 TO I
0 : ? " C
POKE 7
3: PDSI
POKE 8
SETCOL
0: SETC
POKE P
194: PO
? CHR*
6060
D610" :
STOP
E 5
500
5) :
ST
DNT
12,
TIO
42,
OR
OLD
EEK
KE
( 12
STE
POS
3774, 64
0 TO 5900 STEP 100:? C
POSITION 2,3:FOR J=I+9
EP -lO:? JrNEXT J:? 11
PEE
N O
12:
2, 1
R Q
(56
512
5> :
P 1
ITI
K (5
,0:
NEX
2,Q
1,0
O) +
,0:
? :
O: ?
ON
377
STO
T I
O: S
O, 1
256
POK
? :
I :
0.0
O) : POKE
P
842. 1
ETCDLOR 4,8,1
2: POKE 752, Ql
«PEEK(561 ) +3,
E 5 13,5
FOR I=6000 TO
NEXT I:? "GOT
: POKE 842, 13:
Program 2: change these lines of Program 1
if you have an 825 Printer.
3020 IF Z=72 THEN UL=Q1:PUT #2,15:6aT
D 3120
3030 IF Z=74 THEN UL=DO:PUT #2,14:60T
O 3 1 2 O
3070 IF C=LM THEN PUT »2,14:F0R I=Q1
TO LM;PUT #2,32:NEXT I : PUT #2,15
»UL tPi
OWNERS
with 3 16K Memory Boards
Question:
How do you squeeze 2
Atari memory boards into
one memoiy slot to have an
open slot?
A. Use a hammer,
B. Pliers.
C. The Mosaic Adapter.
D. Weld them together.
E. None of the above.
ZOSS-ZfrS -008-1 )B JaitpP «i3IVSOIfl! isaicsu jnoX
40j Mou ||Bp £ )o|s uodo I p i^jiM iMVil >!8l' no'< soaiS si^x
•pjeoq jaidepu jiesoj^j aui ojuo itj spjEoq [^VH "^iv om;
uioij sdiqj i^va ^MX ^ii/ilJ VOV DIVSOV^ 3^1 :-i3MSUV
PINBALItATAR
Featur
^^iRtable modes of play, including
Easy, Competition, High Speed, and Cosmic.
40 user-adjustable parameters: create and
save your own custom games.
an Instruction card, a hi-score disk label, and
a 16-page manual explaining all of the
variations avaitable.
all for only $29.95 (for the Apple, $34.95)
LOGIC
713 Edgebrook Drive
Champaign, IL 61820
[217) 359-8482
Telex: 206995
G
«t!Ss= [•«
i^ll
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or tor direct orders, speclty AT ARI 400/800 (32K) cassette or di(
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1 trademark <rf Apple Computer Inc.
i^iK:
9fnea. -^m
Retirement Planner
Steve Hamilton
There are versions here for VIC (any uiemory size),
Apple, Atari, Tl-99, and TRS-SO Color Computer.
This program asks you for an estimate of future interest
rates, your current financial situation, and your age at
retirement. It then assists you in determining hoiv
much you should invest each year towards a retirement
nest egg so that you can maintain your present standard
of living.
Trying to plan for financial requirements at retire-
ment is a little like entering a contest at a local
candy store and trying to guess the number of
jelly beans in that five gallon jar behind the
counter. Fortunately, there are some tools avail-
able to aid in retirement planning. If we are able
to anticipate the future based on what has hap-
pened in the past, we can at least begin to make a
reasonable estimate of our needs.
This program is one tool for retirement plan-
ning and is designed to help determine how much
you should invest each year from now until re-
tirement. The program assumes two critical fac-
tors: the first is that you can estimate the average
inflation rate from now until retirement, and the
second is that you can predict the average earning
rate of investment over that time frame. Although
these figures will be highly speculative, we can
still use available information to make the best
judgment possible.
The program begins by asking for the antici-
pated average inflation rate until retirement, your
current age, and your expected age at retirement.
A series of questions follows concerning current
monthly expenses. Using answers to these ques-
tions, a subroutine at line 580 figures what these
expenses will be at retirement. The prompts are
self-explanatory. When asked for the anticipated
inflation and interest rates, remember to use the
decimal form of these figures. For example, if the
expected interest rate is 12%, enter it as: .12.
The total savings required will be displayed
following the command at line 320. The next
prompt will be for the number of years until re-
tirement: be sure to enter only 10, 15, 20, 25, 30,
or 35. The input from this prtimpt is used to de-
termine which factor will figure the amount you
must invest each year until retirement. I obtained
the factors from mv local banker.
When the program is finished, a figure will
be displayed representing the amount you must
invest each year - at the anticipated earning rate -
in order to reach the total savings figure specified
from line 320.
Program 1: vie version
100 PRINT" {clear! "
110 PRINT" {rev 1 RETIREMENT NEEDS"
120 FOR YR=1T06:READ F(YR) :NEXT YR
130 INPUT" AVE. INFL. RATE"; I
140 INPUT"YOUR AGE", -A
150 INPUT"RETIREMENT AGE";R
160 Y=R-A
170 PRINT"MONTHLY UTILITIES COST"
180 GOSUB 580
190 PRINT "MONTHLY FOOD COSTS"
200 GOSUB580
210 PRINT"MONTHLY HOUSING COSTS"
220 GOSUB580
2 30 PRINT "MONTHLY TRANSPORTATION"
240 GOSUB5B0
250 PRINT"M0NTHLY MEDICAL COSTS"
260 GOSUB 580
270 PRINT"M0NTHLY TAXES & INSUR. "
280 GOSUB580
290 PRINT"M0NTHLY MISC."
300 GOSUB580
310 PRINT" {clear}"
3 20 PRINT "ANTICIPATED MONTHLY"
330 PRINT"EXPENSES=$"; INT(LE)
340 print"anticipated yearly"
350 PRINT"S0CIAL SECURITY"
360 INPUT"INC0ME";SS
3 70 REM LINE 280 FIGURES ANNUAL
380 REM LIVING EXPENSES.
390 AL=LE*12
400 PRINT"AKTICIPATED AVE."
410 INPUT"INTEREST RATE";AI
420 PRINT" {clear}"
430 PRINT"T0TAL SAVINGS REQ.="
440 SR=INTC (AL-SS)/AI)
450 PRINT"?"; SR
460 PRINT"N0. OF YEARS TO"
470 PRINT"RETIREMENT? (ENTER"
480 PRINT"0NLY 10,15,20,25"
490 PRINT"30 OR 35) "
500 INPUTYR:YR=YR/5-1
510 Q=(F(YR)*AI)/.12
520 print"savings already"
530 input" accumulated"; si
540 W=(SR-S1)/Q
550 PRINT"ANNUAL SAVINGS REQ.="
560 PRINT"$"; INT(W)
570 END
580 INPUTX ; Z=X*( I +1 ) TY:LE=LE+Z: RETURN: REM '
LE=M0NTHLY RETIREMENT EXPENSES
590 DATA 20.28498,43.86578,86.45534
600 DATA 163.37683,302.30558,553.22637
/V>nM9B3 COMPimi 71
Program 2: Apple version
100
110
120
130
140
150
160
170
180
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
3B0
390
400
410
420
430
440
450
460
HOME : VTAB 2s HTAB 14; INVERSE : PRINT
"RETIREMENT NEEDS": NORMAL
FOR YR = 1 TO 6; READ F<YR): NEXT YR
VTAB 6: INPUT "AVE. INFLATION RATE? "}1
INPUT "YOUR AGE? "jA
INPUT "RETIREMENT ABE? "jR
Y = R - As PRINT s PRINT : A* = "MONTHLY
UTILITIES COSTS": GDSUB 460
BOSUB 430
INPUT "MONTHLY FOOD COSTS=»";X
GOBUB 430
A» = "MONTHLY HOUSING COSTS": GOSUB 460
GOSUB 430
INPUT "MONTHLY TRANSPORTATION COSTS=*";
X
BOBUB 430
A* = "MONTHLY MEDICAL COSTS"; GOSUB 460
GOSUB 430
INPUT "MONTHLY TAXES AND INSURANCE=*" ; X
BOSUB 430
A* = "MONTHLY MISCELLANEOUS": SDSUB 460
GOSUB 430
VTAB 20; PRINT "** ANTICIPATED MONTHLY
EXPENSES=";s INVERSE : PRINT "«") INT (
LE>;: NORMAL : PRINT " **"
PRINT : HTAB 5: PRINT "
TO CONTINUE--": 6ET B*
HOME ; PRINT s PRINT
-PRESS ANY KEY
ANTICIPATED YEAR
INPUT
INCOME=*
LY SOCIAL SECURITY"
■ SB
AL = LE * 12: REM CALCULATES ANNUAL LIV
ING EXPENSES
PRINT s INPUT " ANTICIPATED AVE. INTERE
ST RATE? ";AI
SR = INT ( (AL
PRINT B PRINT
SS) / AI)
PRINT : PRINT " «* ";s
INVERSE ! PRINT "TOTAL SAVINGS REQUIRE
D=";: NORMAL : PRINT "("iSR;" «*"
PRINT ; PRINT : PRINT " NUMBER OF YEARS
UNTIL RETIREMENT(ENTER"
INPUT " ONLY 10,15,20,25,30, OR 35)?"!Y
R:YR = YR / 5 - 1
Q = (F(YR) « AI) / . 12
PRINT : INPUT " SAVINGS ALREADY ACCUMUL
ATED=» ";S1
W = (SR - SI) / Q
PRINT : PRINT : PRINT : PRINT " *« ";:
INVERSE s PRINT "ANNUAL SAVINGS REQUIR
ED=";s NORMAL : PRINT "«"; INT (U) ; :
PRINT " «*"
END
Z = X » (1 + I) " Y:LE = LE + Zi RETURN
: REM LE=MDNTHLY RETIREMENT EXPENSES
DATA 20.28498,43.86578,86.45534
DATA 163. 37683, 302. 3055B, 553. 22637
INVERSE : PRINT A* ; s NORMAL s INPUT "=*
" ; X ; RETURN
Program 3: ti version
100
DIM F «6)
1 10
GOSUB
710
120
FOR YR=1 TO
6
130
READ F(YR>
140
NEXT YR
150
INPUT
"AVE.
INFLATION RATE?": I
160
INPUT
"YOUR
AGE?" : A
170
INPUT
"RETIREMENT AGE?";R
ISO
PRINT
190
PRINT
200
Y = R-A
210
PRINT
"MONTHLY UTILITIES COSTS
220
GOSUB
650
230
PRINT
"MONTHLY FOOD COSTS"
240
GOSUB
650
250 PRINT "MONTHLY HOUSING COSTS"
260 GOSUB 650
270 PRINT "MONTHLY TRANSPORTATION COS
TS"
280 GDSUB 650
290 PRINT "MONTHLY MEDICAL COSTS"
300 GDSUB 650
310 PRINT "MONTHLY TAXES AND INSURANC
^" I
320 GOSUB 650 '
330 PRINT "MONTHLY MISCELLANEOUS"
340 GOSUB 650
350 PRINT
360 PRINT "ANTICIPATED MONTHLY EXPENS
ES=*" ; INT (LE)
370 INPUT "PRESS enter TO CONTINUE" :G
$
390 GOSUB 710
390 PRINT "ANTICIPATED YEARLY SOCIAL"
400 INPUT "SECURITY INCOME?" ;SS
410 REM{3 SPACES>LINE 430 FIGURES ANN
UAL{4 SPACE3>
420 REM LIVING EXPENSES
430 AL=LE*1Z
440 PRINT
450 PRINT "ANTICIPATED AVE. INTEREST"
460 INPUT "RATE?":AI
470 PRINT
480 PRINT "TOTAL SAVINGS REQUIRED="
490 SR=INT ( (AL-SS> /AI )
500 PRINT "*";SR
510 PRINT
520 PRINT "NO. OF YEARS TO RETIREMENT
'? "
530 PRINT "(ENTER ONLY 10,15,20,25,30
540 INPUT "OR 35)":YR
550 YR=YR/5-l
560 Q= (F ( YR) «AI ) / . 1 2
570 PRINT
580 INPUT "SAVINGS ALREADY ACCUMULATE
D?" : SI
590 W=<SR-S1)/Q
600 PRINT I
610 PRINT "ANNUAL SAVINGS REQUIRED="
620 PRINT "*•' ; INT (W>
630 END
640 REM LE=MDNTHLY RETIREMENT EXPENS
ES
650 INPUT X
660 Z=Xt<l+I)"Y
670 LE=LE+Z
680 RETURN
690 DATA 20.28498,43.96578,86.45534
700 DATA 163.37683,302.30558,553.2263
7
710 CALL CLEAR I
720 FDR J=9 TO 11
730 CALL COLOR(J,2.7)
740 NEXT J
750 PRINT "{5 SPACEES>reti rement needs
760 FOR 1 = 1 TO i;
770 PRINT
780 NEXT I
790 RETURN
Program 4: trs-80 version
lO DIM F <6)
20 CLS I
30 PRINT3200
40 PRINT"<:7 SPACES>[;i^*<:l;jpi3T¥i Kld^tE^"
50 FOR 1 = 1 TO lOOO:; NEXTI : CLS
60 FDR YR=1T06:READ F<YR>:NEXT YR
72 COMPUTE! April 1983
COMPUTER
^•JWWTiiVJ
ASSOCIATES
PRODUCTS
PRACTICAi;iC®:The response to this
program has been overwhelming. With PractiColc,
features once only associated with much larger
computers are now available on the VIC-ZO (16K
Rom) and 64.
Over 20 Mathematical Functions,
• Alpha/numeric sorting • Variable column width
• Saves and stores spreadsheet
• Available in both disc ctnd cassette versions.
$39.95
SKRAMBLE: Your aircraft is lost. To your surpiise, you
find yourself in enemy airspace. To avoid being picked
up by radar, you musi Ey at low altitudes. You now hove
on opportunity to play havoc with their oil supply and
airfields. (VIC-20) $14,95
Games for Timex
ROBOT TANKS: The Battle has gone poorly . Enemy tanks
hove you surrounded with unlimited supply of ammuni-
tion. You, however, have only one shot left. After you have
tired your final round, your tank will become immobUijied.
Your only source of defense is to lure your enemies into
shooting one onolhex. Good luckE Save your last shot to
win! S14.95
EPHEMERIS: An observer's guide to the solar system
( 1 975-20 OD). Provides you with all the information required
ior planetary, solar, and lunar observation. Input dote,
lime, longitude, and latitude. Then select one of the
heavenly bodies from the menu and EPHEMERIS com-
putes and prints local sidereal time, right ascension and
declination, altitude and azimuth, distance from earth
(sun and planets), angular dictmeter and phase (moon
and planets), parallax (moon), rise and set times (sun
and planets) 514.^95
Order direct by calling 1-800-343-1078
. Computer Software Associates products come
from aiound the world and are priced lor exceptiofial
value. We offer a complete selection ot software to meet
your most demandingneeds. Ask your local retailer lor a
catalog of over sixty programs or write us directly for
more inioimation.
CSA is searching for programmers who are
creating software for Commodore und Timex. We offer
a world-wide distribution network as well as generous
royalties. Contact us in cure of the tiddiess below.
Micro Software International, Inc. is the exclusive world-
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Micro Softwoure International, Inc.
^-- 50 Teed Drive
mw Randolph, MA 02368
Abbots Mead, Framsden Road
Pettaugh, Stowmarket, IP 14 GDU
Suffolk, England
DEALER INQUIRIES WELCOME
END TAX
We have the perfect way to
breeze through the most
dreaded task of the year.
And you can do it on your
computer — even if you're a
complete novice.
It's called TheTax
Advantage™ It's fast and
it's a cinch to use.
The program takes you
line-by-line through Form 1040 and the other most
common tax forms. It asks you for information in plain
English, and you type in the numbers.That's all there
is to it.
TheTax Advantage™ does complex operations like
income averaging with a few simple commands. Not
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Another terrific feature is that it automatically com-
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Pick upTheTax Advan-
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Continental
Software
A Division of Arrays, Inc.
Continental Software Co., 11223 South Hindry Avenue,
Los Angeles, California 90045 Telephone (213) 417-8031
Apple II i^ a rirgisrrred trademark of Apple Computer, [nc- Aiari 400/600 are regisiered
trademarks of Aian.lnc.^a division of Warner Conimunkaiions, Inc.
70 INPUT"ftVE. INFLATION RATE"; I
80 INPUT"YDUR AGE";A
90 INPUT'-RETIREMENT AGE";R
lOO PRINT:Y=R-A
no PRINT"Kt!llUiia5i QISIMSMI^ [ai^^";:G
OSUB 370
120 PRINT"MONTHLY FODD COSTS ";: GOSUB
370
130 PRINT'-ffiliniiHSS [iriliJs^^JrP [3i3[iH";:G0S
UB 370
140 PRINT-MDNTHLY TRANSPORTATI ON " ; : 60
SUB 370
150 PRINT-EECIEISS mJtliJrfiTl liHatS"; : GOS
UB 370
160 PRINT-MONTHLY TAXES AND INSUR.";:
GDSUB 370
170 PRINT"g[il,:»<;u|.% mSIS- " ; ;GOSUB370
180 PRINTzPRINT" ECaSiaiiZaiME iSQUIillSS
170 PRINT INT(LE)
200 PRINT: PRINT" {3 SPACES>PRESS l=^:tiJ:;
TO CONTINUE";
210 IF INKEY*="" THEN 210
220 CLS ; PR I NT ■' r:\:k*t>**'Jz\i=i*l k'Jrf:1:l^-. aff^i
ruB"
230 INPUT"5T-JrilJ:>*f. fc<:rrftma" ; ss
240 AL=LE*12:REM CALCS ANNUAL LIVING
EXPENSES
250 PRINT: PRINT"ANTICIPATED AVERAGE"
260 INPUT" INTEREST RATE";AI
270 SR=INT ( ( AL-SS> /AI )
280 PRINT:PRINT"aiIin! i.-T:HA < : ttW m3£.=*"
;SR
290 PRINT: PRINT"NO. OF YEARS TO RETIR
EMENT?"
300 PRINT" (ENTER ONLY 10,15,20,25,30
310 INPUT" OR 35) " ; YR: YR=YR/5-l
320 Q=F ( YR) «AI/. 12
330 PRINT:PRINT"aEISirEa r;f;IJ;I.V. CHgiK
LIJiT:%i=<C' : INPUT SI
340 W=«SR-S1)/Q
350 PRINT:PRINT"[inEIliai iJ:IU<:frirf EHE. =*
" ; INT (W>
360 END
370 INPUT X: Z=X* ( l+I ) 'Y: LE=LE+Z:RETUR
N:REM LE=MONTHLY RETIREMENT EXPEN
SES
3aO DATA 20.28498,43.86578,86.45534
390 DATA 163.37683,302.30558,553.2263
7
Program 5: Atari version
220 PRINT "MONTHLY
; : GOSUB 650
230 PRINT "iaui:hi:iK".
aSUB 650
240 PRINT "<3 DOWN}
HLV EXPENSES=*"
250 PRINT "{:2 DOWN>
CONTINUE: " ;
260 BET «1,A
280 GRAPHICS 0:PRJN
RATED YEARLY SO
NT " INCOME=*
290 AL=LE«12:REM CA
VINE EXPENSES
300 PRINT "CDOWNJ A
EREST RATE" ; : I N
310 SR=INT ( ( AL-SS) /
320 PRINT "{2 DOWN>
aiII03a3=t " ; SR ; "
330 PRINT "<3 DDWN>
NTIL RETIREMENT
340 PRINT " (ENTER
0, OR 35) " ; : INPU
350 D = F ( YR) *AI /O. J.2
360 PRINT "-CDOWNJ S
UMULATED=«" ; : IN
370 W=(SR-S1)/D
380 PRINT "C2 DOWN>
CIMiI!iinM3=*"; INT
390 END
440 DATA 20.2S498,, 4
450 DATA 163,37683,
7
650 INPUT X:Z = X*(:{ +
N : REM LE=MONTH
NSES
TAXES AND INSUR. "
);bfcTri=<«g;i;[;<.IIfc< ■• ; : G
»*ANTICIPATED MONT
: INT(LE) ; " **"
PRESS ANY KEY TO
T "<:2 DOWN> ANTICI
CIAL SECURITY" :PRI
; : INPUT SS
LCULATES ANNUAL LI
NTICIPATED AVE. INT
PUT AI
AI )
« "
NUMBER OF YEARS U
ONLY lO, 15, 20, 25, 3
T YR:YR=YR/5-i
AVIN6S ALREADY ACC
PUT SI
t*m:i:nf:ii a:i'j<:rtM
( W ) ; " » * "
3. 8657 8, 86.4 5534
302. 30 558, 55 3. 2263
1 > *■¥: LE = LE + Z :RETUR
LY RETIREMENT EXPE
90 DIM F(6):0PEN #1,4,0, "K:"
100 GRAPHICS 2+16
llO POSITION 2,5:? *I6 ; " RET I REMENT NEE
DS"
120 FDR 1=1 TO 1000:NEXT I
130 FDR YR=1 TO 6:READ F : F < YR ) =F : NE X T
YR
140 PRINT "{3 DOWNJ-AVE. INFLATION RAT
E" ; : INPUT I
150 PRINT "YOUR AGE";: INPUT A
160 PRINT "RETIREMENT AGE";: INPUT R
170 Y = R-A:PRINT " t DOWN > IS[ii:ii<;iy< m*<»*i
n^i Wrj.-Ji<d ";:GOSUB 650
ISO PRINT "MONTHLY FOOD COSTS " ; : GOSU
B 650
190 PRINT "CnmillSS i;tillji*^:[c' M.i=H=1 "; :G
OSUB 650
200 PRINT "MONTHLY TRANSPORTATION ";:
GOSUB 650
210 PRINT "CmiaillB mJ.^ <■?:!■ MM-aufeS ";:B
OSUB 650
74 COMPUTE! Aoril1983
.Ji^ikurOAjZy
List HELPER"
Allows you to enter, edit, and sort lists by fields
which you define.
Stock HELPER
Using the Sunday paper, you can track and
analyze several stocks. Stock HELPER calculates
several popular technical analysis measures.
Check HELPER
Helps you balance your checkbook and provides
a limited double-entry bookkeeping system.
Check HELPER produces a cassette or diskette
file acceptable by Tax HELPER for the 1983 Fed-
eral Income Tax.
Available from your dealer for
Commodore VIC-20 and 64
Atari 400/800
(M)agreeable software, inc.
5925 Magnolia Lane • Plymouth. MN 55442
(612)559-1108
Computer names are generally trademarks ol Ifie Manufaclurjng Company
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: IBM-PC
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'RSQistsred trademartis of Apple Computer Inc., Atari Inc.,
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a Check ~
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Si
50
Typing Teacher
Non McCright
For Atari, VIC, TI-99/4A, and Apple. Typing in pro-
gram listings is far easier if yon really know the keyboard
and don't need to watch your fingers. The typing pro-
gram given here helps you learn the keyboard, and will
giz>e you a score based either on characters per minute
or in zoords per minute.
Those who must rely on hunt-and-peck typing
have likely discovered just how tedious it can be,
especially when you are typing in programs. This
program is a self-teacher that will help familiarize
you with keyboard layout and help you learn to
touch type.
The idea is to let your fingers find the correct
key, and not to look at the keyboard. When this
program is RUN, a representation of the keyboard
layout appears on the screen. The characters are
printed in an approximation of their keyboard
positions. Check the key's location on the display,
and try to get your finger to move there without
looking down at the keyboard.
The Atari version starts the clock at memory
location 19 and will print a non-SHIFTed character
on the upper center of the screen. It will then
wait for your response, flash the screen character
that corresponds to your typed key, and check to
see if it matches the test character. If so, your score
will be incremented by one. After one minute,
the test will end, your score in characters per
minute will be printed, and you will be asked to
try again. If you are not using the Atari version of
this program, see the notes specific to your
computer.
Getting the proper screen character to flash
was a problem. I know of no way to read the
keyboard in x,y, and a data READ after each GET
was much too slow. Finally, I hit upon the idea of
POKEing the screen characters' x,y positions into
page six at the locations corresponding to the
characters' ATASCII values times two and their
values times two plus one (lines 160 and 400).
Since the GET function returns the ATASCII value,
a simple algorithm and a couple of PEEKs will
fetch the proper screen coordinates.
The four DATA statements contain the
ATASCII values of the characters in their relative
keyboard positions (line 1000 = keyboard row 1).
At line 100, the screen y coordinate starts at
76 COMPUH! April1983
row 5. This is incremented by one at the end of
each DATA statement.
Line 120 is set to 3 at the beginning of each
row, incremented by 1 after each READ, and is
POKEd into memory as the screen x position.
Line 160 POKEs this data into the appropriate
memory location.
Line 170 then uses these values to print the
character in its proper screen position before going
to the next READ.
The rows are put on the screen beginning at
column 3. The last two DATA lines are padded
with spaces (32) at the beginning, to position those
rows one column over.
If you prefer to see your score in words per
minute, make these changes:
500 POSITION 9,2: ?#6;CHARCNT/5
510 POSITION 3,3; ?#6;"WORDS PER MINUTE"
This assumes that the average English word
is five letters long. However, since the characters
are chosen at random (which I found ideal for
learning to type in programs), each individual
character has to be recognized rather than recalled
as part of a word. Thus, scoring in words per
minute will lead to some appallingly low, though
accurate, scores, even for good typists.
How fast can the program run? In the word-
per-minute mode, by deleting line 360 and all of
the REMs, and holding down any key after RUN-
ning, a score of 60-70 words per minute is typical.
However, when you are actually testing, your
own reaction time will keep you from reaching
that level. You might want to modify the routine
using word lists instead of random characters to
get an idea of your true secretarial speed.
Program 1: Atari version
10 GRAPHICS 2+16
20 POSITION 2,0:? tt6; "TYPING TEACHE
R":REM INVERSE VIDEO
30 OPEN #1,4,0, "Ki "
40 CHARCNT=0: REM lERO CHARACTER COUN
TER
99 REM t* ROUTINE TO ENTER CHARACTER
POSITION DATA «*
100 FOR R0W=5 TO 8: REM ROW DATA TO P
OKE
120 FOR C0L=3 TO 15:REM COLUMN DATA
TO POKE
130 READ CHAR
BUSICALC
BGSICALC A Honey of an Electronic Spreadsheet
Why electronic spreadsheet programs?
Electronic spreadsheet programs allow the user to create a gridsheet,
spreadsheet, worksheet, or any other table of Information, using the
memory of the computer as pencil and paper The computer display or
terminal acts as a window through which the user views the information
as it is entered, Textual information (such as headings), numerical values,
and formulas can easily be entered into the spreadsheet.
r^^^H^^^^^Q-
B -m-a'o'a a'a a ^ n m a a a m Ek
a aia'B'a aa a la o bi a h bo k si
For Commodore 64
For Commodore VIC 20
For Commodore PET/CBM 40 columns
For Commodore CBM 80 column/SuperPet
BGSICALC Your Computer Drone for Repetitive Calculations
The outstanding advantage of using a computer is that it acts not only
as a pencil and paper but as a perfect eraser and an automatic calculator
The user can quickly and easily make any number of alterations to the
data within the table. The BUSICALC will evaluate any formula using the
data that has been entered. Further, it retains the formulas and displays
the resulting value. With BUSICALC controlling the entry of data, provid-
ing a comprehensive memory, and performing arithmetic, the preparation
of a spreadsheet is faster and more accurate than if it were prepared
by hand.
BGSICALC With the Sting Rennoved from the Prices
BUSICALC 20 only $49.00 for the VIC 20
BUSICALC 64 only $69.00 for the CBM 64
BUSICALC 40 only $79.00 forthe original 40 column PET/CBM
BUSICALC 80 only $89.00 for the original 80 column CBMs and SuperPets
BUSICALC AVAILABLE NOW FROM YOUR LOCAL DEALER
(800) 227-9998
FOR THE NAME OF YOUR NEAREST DEALER
California, Canada, Alaska and Hawaii please call (415) 965-1735
i
Skyles Electric Works
231G South Whisman Road
Mountain View, CA 94041
Europe please contact SupefsofI, Winctiestef House, Canning Road, Harrow Wealdstone, Middlesex. England HA3 7SJ, Tel. 01 861 1166
SILICON OFFICE
SPECIALISTS
COMMODORE 64^
HERE IT IS III
Only
$395,001
General Ledger
Accounts Payable
Automatic Aging
Accounts Receivable
1600 Accounts
^0<>
qV)^
.t\^®
sss
<^^
Conforms with
the Generally Accepted
Accounting Principles (GAAP)
established primarily by the American
Institute of Certified Public Accountants and
the Financial Accounting Standards Board.
General Ledger
• Six fixed accounts: Gash, Accounts Receivable, Accounts
Payable, Sales Tax Payable, Owner Equity and Income Summary.
• 135 open accounts — you select the numbers and titles to suit
your specific requirements.
Journals
• The Cash Receipts, Gash Disbursements, Sales, and Purchases
feature automatic posting of half of each entry — the operator
makes a single entry and the system produces standard double-
entry records.
Posting
• Posting to the General Ledger is completely automatic
operator NEVER posts to the General Ledger.
the
64^
Automatic Financial Statements
• Balance Sheet • Post Closing Trial Balance
• Monthly Income Summary
Trial Balance
Year to Date Income Statement
Automatic Adjusting Entries
Automatic Closing Entries
Works with two 1541 Disk Drives/1525E Printer or 4040 Dual Disk Drive/CBM Printer with IEEE interface.
NOW
AVAILABLE
ON THE 64
Type-Share Inc.
*^ "Subsidiary of DaU Equipmeni Supply Corp.
CompuServe and Type-Share combine services to give you typesetting capability with your
, computer.
Here's how it works;
CODED TEXT 15
PREPARED BY USER
$$$$$
SAVED/EARNED
t
FILES ARE READ
FROM COMPUSERVE
ANY COMPUTER CAN
TYPESET WITH TYPE-SHARE
TYPESET GALLEYS ARE
SHIPPED BACK TO USER
Call or write for more information
8315 Firestone Blvd. Downey, CA 90241 213/923-93S1
CBM'". COMMODORE", and COMMODORE 64" are trademarks of Commodore Business Machines, Inc.
(714)
778-5455
Data Equipment Supply Corp
8315 Firestone Blvd., Downey, CA 90241
(213)
923-9361
^''^m
COMMODORE
SUPPORT HOUSE
ONE STOP CENTER
for
Qz commodore
DES-VILLE SOFTWARE
division of DES Data Equipment Supply Corp.
BONZO (c) by Kavan
HOPPER
LASER COMMAND
ASTRO-MINERS
One ot the most popular games in
Europe, You control Bonzo as he
climbs the ladders and picks up
point blocks. Watch out for the
alien guards. Excellent graphics
& sound, 100% machine code.
Joystick or keyboard. 11K4-.
S20.00
Lunar Command $16.00
Descend tn your lunar module, Rescue
the astronauts on the surface. Watch
out for meteors racing across the sky,
and bad terrain. Smooth graphics.
Joystick or keyboard. 5K.
Snackin S2Q.00
Very fast. Hi-ras graphics & sound.
Four different mazes. Joystick or
keyboard. IIK^-,
Star Dafandaf S2Q.0Q
Vefy fast. Hi-res graphics & sound. Can
you save your citizens from the aliens ?
Joystick, 11K + '
Black Cavtie $20-00
Adventure ! Travel tlie countryside. You
quest for magic rings that wiil open the
doors to the Black Castle. 1-9 players.
aKf
Bona (c) by Kavan $39.95
Best computer chess on the market. 10
levels, 2 clocks. Hi-res graphics. 100%
machine code. 11K-!-,
Rated a five star game by
Creative Computing. Avoid the
cars, buildings, logs and oilier
obstacles to bring the frog home.
Ivlachine language. Joystick. 5K.
$20.00
You are the connmander of a
squadron of laser ships. It is your
duty to defend the cities of earth
against incoming alien attack,
Spectacular graphics and
machine code for super fast ar-
cade Jun. Joystick. 5K.
S20.00
Pilot your craft to scoop up
asteroids and fill your craft with
ore. Be careful of oversized or
fast moving asteroids, they can
destroy you. Don't take too long
or you will run out of fuel. Get
enough ore for another trip. Hi-
res graphics & sound. Joystick &
keyboard. IIK-^
S17.00
Pit [c) by Kavan S1S.00
Bonzo is back again as he takes money
out of the pit. Hi-res graphics & sound.
100% machine code. Joystick or
keyboard. 5K,
Blockade by (c] Kavan Sia.00
Alien ships are attackmg your ship.
Destroy them with your laser blaster.
Machine code. Keyboard. 5K.
VJc Yahtzee $12,00
Solitaire version ot famous dice game.
Requires skril & strategy. 5K.
3-D Labyrinth S12.00
Escape from the labyrinth shown in 3-D
perspeclive. Keyboar<J. 5K.
Race acroaa the U.S.A. S1S.00
Tejtt racing adventure ! Can you get
across the U.S.A.? Keyboard. aK—
Program Pack I $20.00
Sub KiMer - sink subs with depth
charges.
Alien Attack - breakout and destroy the
city.
Bombardier - levet a city with bombs
Irom your plane.
Mix-a-word - guess Ihe mixed up
words,
Program Pack 11 S2D.Q0
Frustration - guess the stiapes & se-
quences.
Fortune teller - ask the Vic questions.
Code Practice - practice your Morse
code.
Old Ergljsh character set - use in yogr
programs,
Star Command 519.00
by Martian Software
Fast action 3-D. Shoot alien ships out ot
the sky. Joystick. 5K,
PAL Programmers Aids and Logs
Containi the following:
■ Border & Screen Full-Color Combinatin
Rainbow
■ EZ-Key Ouick guide to all keys and
characters
■ EZ-Note Sound music chart and
worksheets
• BAStC-ly EZ condensed basic dictionary
■ Creata'a-Cbaractsr programmable
characters worksheets
• EZ Scre«n tearout screen layout and
design forms
• EZ Graph graphics programming aid
• Doc-U-MenI pro&ram flow charting
worksheets
> EZ Flow program flow charting
worksheets
■ Software Listing log Sheets
> Tape Castatte log book
■ BASIC-AID quick reference card
» FUNCTION-AID function key templates
COMMODORE 64 SOFTWARE
64 YAHTZEE - cassette $20.00
Computerized version of the famous dice
game. Up to 10 players may play at one
time. Keeps track of all players and higfi
score. Uses sprites & sound.
64 KENO - cassette $16.00
3 versions of Keno In this game.
Complete witft odds ctiart. Very good,
loads of fun.
64 BLACKJACK- cassette $18.00
Play blackjack witfi the 64. Las Vegas
rules of play. One player. Sound &
graphics.
64 FINANCE - cassette $20.00
Enter the exciting world of finance. Buy
and sell stocks on the market, view
prospectus'. Menu driven. Excellent
stock simulation game. Try your skill at
64 Finance,
64 CHECKBOOK MANAGER
disk $40.00
cassette $35.00
A checkbook journal simple enough for
the home user and large enougfi for
business. With a capacity of 400 checks,
200 deposits and 100 account charges
available in a single file, 64 Checkbook
ivianager can handle even the most ac-
tive of accounts. With built-in security,
unauthorized information cannot be ob-
tained without the correct password, an
added plus for large businesses. This is
the program that makes your 64 work for
you.
64 COMPILER (g) by Kavan $100.00
64 MAILING LIST - disk $35.00
cassette $30.00
A complete mailing list for the Com-
modore 64. it has full sort capabilities.
Print or review an individual entry, a
sorted version of the file or the entire file.
Full editing on screen for adding,
deleting, or correcting addresses. Holds
250 names and addresses per file.
64 DISK CLONE - disk $15.00
Will backup an entire disk in one pass -
programs, files, et. al. Requires two 1541
disk drives set as devices 8 S 9.
64 MINO BOGGLER- cassette $15.00
This a frustrating game. Guess the
numbers and the sequence they are in.
How many guesses will you take ? Good
screen display.
Dealers Welcome - Call for Dealer Pack Authors Wanted - Call for information
VIC", VlC-20'", and Commodore $4'" are trademarks of Commodore Business Machines, inc.
(714)
778-5455
Data Equipment Supply Corp. (213)
8315 Firestone Blvd., Downey, CA 90241 923-9361
Apple, VIC, And
Ti-99/4A Notes
Apple
Because the Apple lacks a realtime clock, a
special counter routine must be employed in
this version of the program. Incrementing
occurs in line 320 while waiting for a keyboard
response, and again in line 350 to account for
tlie time required to process each response.
After approximately a minute, a certain
counter value will be reached (in line 330)
and the testing routine will be halted and a
score displayed. As in the Atari version, your
score can be given in words per minute by
making line 440 read:
440HTAB12:VTAB7:INVERSE:PRINT"WORDS/
MINUTE = ";" ";CCNT/5:NORMAL
If you modify this program, be sure to
check the timing for you may have affected
it. [f so, adjust line 350.
VIC
The VIC version of "Typing Teacher" POKEs
the X,Y coordinates for each character used
on the screen keyboard in an area of memory
normally used as a "cassette buffer" (to hold
items coming into or going out from the cas-
sette during SAVEs or LOADs). Typing skill
can be evaluated on a words per minute basis
by changing line 580 to read:
580 PRINT"[HOME][06 DOWNH04 RIGHT]
[RE V]WORDS/MINUTE[OFFl";" = ";CCNT/5
TI-99/4A
The Tl-99/4 version, much like the Apple
version, uses an incrementing counter to
time the speed of keyboard response. This
process occurs in lines 570 and 640, Since
POKES aren't allowed in Tl BASIC, the X,Y
coordinates for the characters in the keyboard
displayed on the screen must be stored in an
array. The Ti-99/4 is somewhat slower in
processing, and the sorting that is required
to flash the correct keyboard response in
lines 770 to 850 causes further delay. Pro-
cessing speed for each keyboard response
can be increased somewhat by changing line
650 to read:
650 IF CRON THEN 860
so that the character flashing routine on the
screen-formatted keyboard is not executed.
If this change is made in the program, line
640 should be changed to:
640 TIME = TIME + 4
since processing time has been reduced.
Unfortunately, however, you may still find
yourself pushing the speed limits of the Tl-99/
4. Line 680 can be changed to:
680 PRINT" words/minute = ";CHARCNT/5
if a words per minute score is desired.
If you modify the program, see if the
timing went off and make any necessary
adjustments to line 640.
140
ISO
160
170
ISO
190
199
200
210
220
230
240
250
260
IF CHA
IF CHA
POKE 1
+ (CHAR
N DATA
PQSITI
12S) : R
NEXT C
GOTO 1
REM **
DOM CH
PDSITI
TART" :
? #6; "
POKE 1
COUNTE
N=INT (
A RAN
IF N = 6
CHAR T
CHARA
OLDCHA
POSITI
INT RA
IF PEE
E UP?
R=0 THEN NEXT RDWiGOTQ 120
R = --l THEN 200
536+ (CHAR«2> , COL: POKE 1536
«2) +1 , ROW: REM POKE POSITIO
ON
EM
OL
20
ST
AR
ON
BE
{1
9,
R
<R
DO
HE
CT
R =
ON
ND
K (
COL, ROW:? #6;
PRINT CHAR TO
CHR« (CHAR+
SCREEN
ART CLOCK AND SELECT RAN
ACTER *«
2,10:? #6; ■■AN^
T #1 , CHAR: POST'
6 SPACES}": REM
0:REM ZERO S< SI
JY KEY TO S
:TI0N 2,10:
16 SPACES
JTART TIME
ND <0) t49) +42) : REM CHOOSE 3
M CHARACTER
OR N=64 OR N=5
N 220:REM I GNO
ERS
N
9,3:? #6;CHR«
OM NUMBER CHAR
19> >=14 THEN 5
jS OR N=OLD
JRE CERTAIN
<N) : REM PR
JACTER
JOO:REM TIM
295 IF PEEK (764) =255 THEN 2
299 REM **PROCESS YOUR RESP
300 GET #i,CHAR
305 SOUND O, 1 0, 10, 8: CHARCNT
IjREM ADD one; TO TOTAL
3iO SOUND O, O, O, Oi GOBUB 400
320 ? #6; CHR« (CHAR) : REM FLA
TER. . .
330 FDR X=l TO 10:NEXT X
340 GOSUB 400
3S0 ? #6; CHR4 (CHAR+128> ; REM
ETURN TO NORMAL
360 IF CHARON THEN SOUND O
:FOR X=l TO i0:NEXT X:S
0,0:CHARCNT=CHARCNT-1:R
RED I
70 GOTO 220 '
399 REM *« POSITION CURSOR
D CHARACTER **
400 TRAP 360: POSITION PEEK (
R*2) ) ,PEEK(1536+(CHAR«2
410 RETURN
499 REM *« CALCULATE AND PR
t*
500 POSITION 9,2:? #6;CHARC
510 POSITION 1,3:? #6;"CHAR
60
ONSE**
=CHARCNT+
SH CHARAC
. , . AND R
, 150, 12,8
OUND 0,b,
EM YOU ER
OVER TYPE
1536+ (CHA
) +1 )
INT SCORE
NT
ACTERS/MI
80 COMPUH! April 1983
10610 BAYVIEW (Bayview Plaza)
RICHMOND HILL, ONTARIO, CANADA L4C 3N8
(416)884-4165
RTC
C64-LINK
The Smart 64
RTC
M any more 64s
ams^
I
rT^TT'TT rLIinx
w-
i
I
I
Spooling
to
Printer
Cartridge
Expansion Slot
Switch RF
Serial
Audio i/O
Video Port
Cassette Port
C64-LINK
VL16
(future)
Cartridge
Mother Board
CP/M
POWER
And
PAL®
Other
Cartridges
■ @1 ■
lEEEDisks !
(2031) (4040) I
(8050) (8250)
(9090) I
IEEE Printers
(4022) (8023)
(8300)
etc.
Tape
1541
Drive
A
nd
1525
Printer
or 1515 Printerl
IEEE to Parallel
interface
Parallel
Devices
IEEE to Serial
Interface
True Serial
Devices
Users Port
VIC Modem
or VL3 Cable
to Parallel
Printer
or VL4 Cable
to Standard
M odem
Give These Expanded
Capabilities To Your 64
■*• The ability to transfer data from any type of device to another (IEEE, Serial,
Parallel)
•k BASIC 4.0 which allows you to run more PET BASIC programs and gives you
extended disk and I/O commands.
■^ The ability to have several 64s on line together - sharing common IEEE
devices such as dislts or printers witti Spooling Capability.
'A' Built-in machine language monitor
T^- A built-in terminal or modem program which allows the system to communi-
cate through a modem to many bulletin board systems and other computer
mainframes.
•k Compatibility with CP/M.
Copyrights and Trsdemarlts
C64 is a copyright of CommodDre Business Machines,
Inc. C64-LINK is a copyright of Richvale Tele-
communications. CP/M is a registered trademark of
Digital Research. POWER is a trademark of Pro-
fessional Software. PAL is a copyright ot Brad
Templeton.
TYPING TEACHER
1234567890O
QWERTYUIOP-=
fl5DFGHJKLj+*
ZHCUBHM, ./
RBisaniimniiiia
BBiii'SHi:|niaiiii
innini^ijii^flBB
Tlie Atari ver^iofi of "Tijpiii^^ Teacher" uses large-size
GRAPHICS 2 clkimctcrs.
NUTE"
520 POSITION 1,10:? «6;"HIT 'R' TO R
ESTART"
530 FOR SND=1 TO 5
540 SOUND 0,30,10,a
550 FOR DELAY=1 TO 50:NEXT DELAY
560 SOUND 0,0,0,0:NEXT SND
570 IF SND<5 THEN 540
580 GET It 1 , RESTART: IF REST ART = ASC ( " R
•■ ) THEN RUN
700 END
799 REM »« ATASCII DATA IN INDIVIDUA
L KEYBOARD ROWS AND COLUMNS ««
lOOO DATA 49,50,51,52,53,54,55,56,57
, 48, 60, 62, O
lOlO DATA 31,87,69,82,84,99,85,73,79
, SO, 45, 61 , O
1020 DATA 32,65,83,68,70,71,72,74,75
,76,59,43,42,0
1030 DATA 32,90,88,67,86,66,73,77,44
,46,47,-1
Program 2: Apple version
100 FOR I = 770 TO 795: READ M: POKE I
,h: NEXT
110 HOME : PRINT : HTAB 14: INVERSE :
PRINT "TYPING TEACHER"; NORMAL
120 CCNT = 0: REM ZERO CHARACTER COUNT
ER
130 REM *t ROUTINE TO ENTER CHARACTER
POSITION DATA «»
140 FOR ROW = 11 TO 17 STEP 2: REM RO
W DATA TO POKE
150 FOR COL = 9 TO 33 STEP 2: REM CO
LUMN DATA TO POKE
160 READ CHAR
170 IF CHAR = 0 THEN NEXT ROW: GOTO 1
50
180 IF CHAR = - 1 THEN 250
190 POKE 796 + (CHAR * 2), COL: POKE 79
6 + (CHAR « 2) + 1,RDW
200 IF CHAR = 32 THEN 220
210 HTAB COL: VTAB ROW: INVERSE : PRINT
CHR* (CHAR) : NORMAL
220 NEXT COL
230 SOTO 150
240 REM ** TIMER AND SELECT RANDOM CH
ARACTER «»
250 HTAB 10: VTAB 20; INVERSE : PRINT
82 COMmnii /\piil1983
:-:^Jim^-
"Typing Teacher," Apple version. (T1-99/4A version
similar.) \
NORMAL
260
270
280
290
300
310
320
330
340
350
360
370
3B0
390
400
410
420
430
440
450
460
470
480
490
500
510
520
530
540
HTAB 10:
PRINT '
N = INT
CHOOSE
IF N >
I = 1 TO 20:
REM
"HIT ANY KEY TO START
A$
VTAB 20; FOR
' ";: NEXT I
( ( RND (1) * 47) + 44)
A RANDOM CHARACTER
= 60 AND N < = 64 OR N =
OLDCHAR THEN 270
OLDCHAR = N
HTAB 20: VTAB 7: PRINT CHR* (N) ;
PRINT RANDOM NUMBER CHARACTER
REM *«PROCESS YOUR RESPONSE**
IF PEEK ( - 163B4) < 128 AND TIME
< 2710 THEN TIME = TIME + 1: GOTO
320
IF TIME > =2710 THEN 440
GET A* 2 CHAR = ASC (A») : POKE 768,
30: POKE 769,1: CALL 770: CCNT = CC
NT + 1 : REM «ADD ONE TO TOTAL*
GET
REM
TIME
TIME + 10
GOSUB 420
PRINT CHR* (CHAR)
FOR I = 1 TO 10; NEXT I
GOSUB 420: INVERSE : PRINT CHR* (
CHAR) ; NORMAL
IF CHAR < > N THEN CCNT = CCNT -
1: POKE 768,1: POKE 769,175: CALL
770
GOTO 270
IF CHAR < > N THEN POP : GOTO 40
0
HTAB ( PEEK (796 + 2 « CHAR)): VTAB
( PEEK (797 + 2 » CHAR)): RETURN
HTAB 9; VTAB 7: INVERSE : PRINT "C
HARACTERS/MINUTE =";" "jCCNT: NORMAL
HTAB 10; VTAB 20: INVERSE : PRINT
" HIT 'R' TO RESTART ": NORMAL
POKE 768,250: POKE 769,2; CALL 770
GET A*: IF A* = "R" THEN RUN
END
REM »«MUSIC ML DATA**
DATA 172,01,03, 174,01,03, 169,04,3
2, 168,252, 173,48, 192,232,208,253, 1
36, 208, 239, 206, 0, 03, 208, 231 , 96
REM ««ASCII DATA FOR KEYBOARD**
DATA 49,50,51,52,53,54,53,56,57,4
8,58,45,0
DATA 81 , 87, 69, B2, 84, 89, 85,73,79, S
0,0
DATA 65,83,68,70,71,72,74,75,76,5
9,0
Why use other computer media
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Get Scotch Diskettes Directly From Communications Electronics
There's a lot of valuable data stored on the diskettes in
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SAVE ON SCOrCN FLEXIBLE DISCS
Product Description
8" SSSD IBM Compatible (128 B/S, 26 Sectors)
8" Same as above, but built pack w/o envelope
SSSD Shugart Compatible. 32 Hard Sector
SSSD CPT 8000 Compatible, Soft Sector
SSDD IBM Compatible (128 B/S, 26 Sectors)
DSDD Soft Sector (Unformatted}
DSOD Soft Sector (256 B/S, 26 Sectors)
DSDD Soft Sector (512 B/S, 15 Sectors)
DSDD Soft Sector (1024 B/S, 3 Sectors)
." SSDD Soft Sector w/Hub Ring
8"
8"
8"
8"
3"
8"
8"
5Vt
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Same as above, but bulk pack w/o envelope 744D-ORHB
SSDD 10 Hard Sector w/Hub Ring
SSDD 1 6 Hard Sector w/Hub Ring
DSDD Soft Sector w/Hub Ring
DSDD 10 Hard Sector w/Hub Ring
DSDD 1 6 Hard Sector w/Hub Ring
SSQD Soft Sector w/Hub Ring (96 TPI)
DSQD Soft Sector w/Hub Ring (96 TPI)
SSSD = Single Sided Single Density: SSDD = Single Sided Double Density:
DSDD = Double Sided Double Density: SSQD = Single Sided Quad Density:
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2.19
740-OB
1.99
740-32
2.19
740-0-8000
2.89
741-0
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743-0
3.49
743-0/256
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744D-ORHB
2.14
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3.09
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3.09
745-1 6RH
3-09
746-0 RH
2.99
747-0 RH
3.99
Save on Scotch Static Control Floor Mats
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MostwOofd
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550 DATA 32,90,88,67,86,66,78,77,44,4
6,47,-1
Program 3: vie version
100 PRINT" {clear! E03 DOWN] {04 RIGHT] {rEV}t
yping{ofp] {rev1teacher{off} (06 down}"
110
120
130
140
150
160
170
180
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
480
490
500
510
520
530
540
550
560
570
580
CCNT=0:POKE 36878, 10 :X=RND(-TI ); REM ZE
RO char COUNTER AND SET VOLUME
32=36875: 54=36877: REM SPEAKER NUMBERS
REM *ROUTINE TO ENTER CHARACTER POSITI
ON DATA*
FOR R0W=1 TO 4: REM ROW DATA TO POKE
PRINT" {05 right]";
FOR C0L=1 TO 12: REM COLUMN DATA TO POK
E
READ CHAR
IF CHAR=0 THEN NEXT R0W:G0T0 160
IF GHAR=-1 THEN 260
POKE 828+CHAR*2,C0L:P0KE 829+CHAR*2 ,R0
W:REM POKE DATA POSITION
IF CHAR=32 THEN PRINT" "; : GOTO 230
PRINT" {rev] ";CHR?(CHAR) ;
NEXT COL
PRINT" {down} "
GOTO 160
PRINT" {off) "
REM **ZERO TIMER AND SELECT RANDOM CHA
R**
PRINT" {03 down} {right] {rev) HIT ANY KEY
TO START {off}"
GET A$;IF A5="" THEN 290
PRINT" {up} ";: FOR 1=1 TO 21:PRINT" ";:N
EXT I
TI$="000000"
N=INT( (RND(l)*49)+42) :REM CHOOSE A RAN
DOM CHARACTER
IF N=60 OR N=62 OR N=63 OR N=OLDCHAR T
HEN 320
OLDCHAR=N
PRINT" {home] {06 DOWN)"rSPC(l0);CHR$(N)
IF TI>3600 THEN 580: REM TIME UP?
REM **PROCESS YOUR RESPONSE**
GET A?: IF A?="" THEN 360
REM*PLEASANT SOUND*
CHAR=ASC(A$) :POKE S2, 225: FOR 1=1 TO 5:
NEXT I: POKE S2 , 0
CCNT=CCNT+1
IF CHARON THEN 490
GOSUB 520
print chr$(char)
for 1=1 to 10:next i
gosub 520:print"{rev}";chr?(char);"{of
off)"
GOTO 320
REM *YOU ERRED*
CCNT=CCNT-1:P0KE S4, 130: FOR 1=1 TO 10
:NEXT I: POKE S4,0
GOTO 3 20
REM*POSITION CURSOR OVER TYPED CHAR*
PRINT" {home) {09 DOWN}";
FOR 1=2 TO PEEK(829+CHAR*2)*2:PRINT:NE
XT I
PRINT" {04 RIGHT}";
FOR J=l TO PEEK (a28+CHAR*2 ): PRINT" {
RIGHT}"; :NEXT J
RETURN
REM**CALC AND PRINT SCORES**
PRINT" {home} {06 down) {04 RIGHT) {REV}CH
AR/MINUTE{0FF}"; "=";CCNT
590 PRINT" {home} "; FOR 1=1 TO 18 :PRINT:NEXT
I : PRINT" {right) {rev] HIT 'R' TO ~
RESTART {off}"
6 00 REM *SCORE SOUND*
610 FOR 1=244 TO 252 STEP 2:P0KE S2,I:F0R "
J=l TO 50: NEXT J: NEXT I : POKE S2 , 0
620 GET A$:IF A$="" THEN 620
6 30 IF A$="R" THEN RUN
6 40 END
6 50 REM* ASCI I DATA FOR KEYBOARD*
660 DATA 49,50,51,52,53,54,55,56,57,48,43,
45,0
670 DATA 81,87,69,82,84,89,85,73,79,80,64,
42,0
680 DATA 65,83,68,70,71,72,74,75,76,58,59,
61,0
690 DATA 32,90,88,67,86,66,78,77,44,46,47,
-1
"Typi)ig Teacher," VIC-20 vert^iou.
Program 4: TI Version
lOO DIM CHAR(23,30)
110 RANDDMIZE
120 D=20
130 Fl=300
140 F2=4000
1 5 O V 1 = 1 O
160 V2=2
170 CALL CLEAR
leo FOR 0=9 TO 12
190 CALL COLOR ( J,2, 14>
200 NEXT J
210 FOR J=2 TO 8
220 CALL COLOR (J , 2, 15)
230 NEXT J
240 IF R=82 THEN 270
250 RESTORE ,
260 CALL CLEAR '
270 PRINT "<:6 SPACES> typi ng teacher"
280 FOR 1=1 TO IS
290 PRINT I
300 NEXT I
310 REM ZERO CHARACTER COUNTER AND
TIME
320 CHARCNT=0
330 TIME=0
340 REM ROUTINE TD ENTER CHARACTER
POSITION DATA
350 FOR R0W=11 TO 23 STEP 3
84 COMPUTEI April 1983
360
370
380
390
400
4 10
420
430
440
450
460
470
480
490
SOO
510
520
530
540
550
560
570
580
590
600
610
620
630
640
65 O
FOR CaL=6 TO 30 STEP 2
READ CHAR (ROW, COL>
IF CHAR (ROW, CDL) =0 THEN 450
IF CHAR (ROW, COL) =-1 THEN 460
IF CHAR CROW, COL) =32 THEN 430
CALL HCHAR (ROW, COL, CHAR CROW, COL)
)
GOTO 440
PRINT " " ;
NEXT COL
NEXT ROW
PRINT
PRINT
PRESS any key TO START'
CALL KEY (3, S, STATUS)
IF STATUS=0 THEN 480
CALL HCHAR (24,5,32,22)
REM tCHOOSE A RANDOM NUMBER*
N=INT( (RND«47)+44)
IF (N>=60)*(N<=64)+(N=45)+(N=5S>
+ (N = OLDCHAR) THEN 520
OLDCHAR=N
CALL VCHAR(7, 16, N)
REM »*PROCESS YOUR RESPONSE**
TIME=TIME+1
IF TIMEi^^OO THEN 670
CALL KEY (O.CR, STATUS)
IF STATUS=0 THEN 570
CALL SOUND (D, Fl , VI )
CHARCNT=CHARCNT+1
REM ADD ONE TO TOTAL
TIME=TIME+12
GOTO 760
670
680
690
7O0
710
720
730
750
760
770
780
790
800
aio
820
030
840
S50
860
870
880
890
900
910
920
930
TAB C4) ;
"characters/minute=
SPACES3HIT r TO RESTAR
PRINT
PRINT
CNT
PRINT
PRINT
T";
CALL KEY (3, R, STATUS)
IF STATUS=0 THEN 710
IF R=ASC("R"> THEN 250
END
IF CR<>N THEN B60
FOR ROW=ll TO 23 STEP 3
FOR C0L=6 TO 30 STEP 2
IF CHAR CROW, COL) =N THEN
NEXT COL
NEXT ROW
CALL HCHAR (ROW-1 , COL, N)
CALL HCHAR (ROW-1 , CDL, 32)
CALL HCHAR (ROW-1 , CDL, N>
GOTO 520
CHARCNT=CHARCNT-1
CALL SOUND CD, F2, V2)
GOTO 520
REM »ASCII DATA FOR
CHAR
820
KEYBOARD*
4, 55. 56, 57.
DATA 49,50,51,5:
48,61,0
DATA 81,87,69,82,84,89,85,73,79,
SO, 47, O
DATA 65,83,68,70,
59, 0
DATA 32,90,88,67,
46, ~1
71 , 72. 74, 75, 76.
86, 66, 78, 77, 44,
IS YOUR VIC-20 OR 64
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program. Manages all your accounts In groups
of up to 50. Closes at end of period, prints sum-
maries of transactions. Not a true accounting
program, but incredibly useful. Uses cassette
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requires 16K add-on memory.] $24.95
QUIZMASTER — Why buy ten educational pro-
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Available in diskette or cassette and
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April 1983 COMPUTE! 65
Chutes For Atari
Matt Giwer
Did you ever wonder how to write a game in 3-D? This
fast-paced game illustrates how to use Atari's "size
registers" to create realistic three-dimensional graphics.
You are in a hyperdimensional universe. You are
piloting an inter-dimensional exploration ship. In
this universe there are only three tracks that vou
can follow with your ship; the rest are too narrow.
There is only the flat surface you fly on; there is
no up and no down. You can only go forward,
and left and right. You must pass through this
universe, but others would stop you - they are
the Risen Ones of this universe, the RAM-ships.
They roar down the Chutes off in the distance
and come at you. Once down their Chutes, they
cannot leave the surface either. Fortunately for
you, they come only in groups of three, and if
you can dodge them you will live. However, there
is one problem: each wave comes at you faster
and faster. As if that were not enough, the faster
the RAM-ship, the longer is its invisible, anti-
matter exhaust. If you dodge too close astern,
your exhausts will collide, and you will both be
destroyed.
Program Details
At the beginning, the program execution at line
10 immediately falls through to line 30, which is a
series of GOSUBs. The first subroutine at line
30000 sets up the graphics mode, turns off the
cursor, and sets MVB, MVC, and MVD, which
are the initial movements of the RAM-ships, to
tw^o P/M graphics increments. The second sub-
routine at 30200 sets up the P/M graphics and the
machine language subroutine for the movement
of the players.
Registers of interest to be used later are in
line 30210. These control the sizes, the horizontal
width of each of the four players used in this game.
Later, these sizes will be changed to give the illu-
sion that the players become larger as they come
closer.
The machine language routine POKEd into
page six (published in COMPUTE!, February 1982)
86 COMPUni Apfil1983
is an excellent routine to use for producing vertical
motion in the players. (Note that when a game
restarts, GAM>0, this routine is skipped by line
30237.) Finally, we read in the shapes of the
players.
The subroutine at line 30400 draws the back-
ground graphics for the playing field. This routine
is called later in the game when there has been an
explosion and the background has been disturbed.
The execution of the game is contained in
two sets of lines which are nearly identical. These
are the routines in lines 4000-5100. However, the
opening of the game is found at line 4002, which
directs execution to the lines above 6000. (At this
point, it may be best to enter the program in order
to follow the rest of the discussion.)
Movement And Graphics
The lines between 6000-6200 produce a random
start for the attackers. From the top of the screen,
the attackers begin moving down the Chutes
which appear to be in the distance. They remain
points on the screen until they level off and begin
their head-on attack run at you. The IF control
statements in this routine are set to 20, 20 being
the "leveling off" location down from the top of
the screen, the X position. When the Graphics 7
pixels have a location value greater than 20, the
P/M Graphic is substituted for the pixel. (To help
you follow this listing, the variables B, C, D, and
MVB, MVC, MVD, and so forth refer to Players 2,
3, and 4, respectively. "A" is used later to control
you. Player 1.)
The horizontal position POKEs, registers
53249 and 53251 in lines 6074 and 6094, provide
the cross mapping required to keep the P/M loca-
tions of 0 to 255 and the Graphics 7 locations of 0
to 179 related.
No correction is needed in line 6084, as this
path is down the center and corresponds directly
to GR.7 X position of 159. The others need cor-
recting because they move diagonally down the
screen. These rather complicated values POKEd
into the registers keep the attacking players
moving down the centers of their respective
NOT EVERYONE CAN TEACH THEIR ATARI™ NEWTRICKS.
WE MAKE USING AND LEARNING ABOUT COMPUTERS FUN!
PROGRAMMtNG GUIDE FOR BEGINNERS OR EXPERTS - MASTER
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LEARN SOUND AND GRAPHICS with our exciting lessons called
TRICKY TUTORIALS.™ Each comes with a tape or disk full of examples,
and a 12 to 64 page manual written in an easy to understand manner.
#1 DISPLAY LISTS — Put several graphics modes on your screen at
once. §2 SCROLLING — Move text or graphics smoothly up, down,
sideways, or diagonally. #3 PAGE FLIPPING - Change TV screens as
quickly as flipping pages in a book. M BASICS OF ANIMATION — A
beginner's lesson in animation using PLOT, PRINT, and a surprise
game, m PLAYER MISSILE GRAPHICS - Learn the basics of writing
your own arcade games. #6 SOUND & MUSIC — Simple methods to
play complete songs, with graphics. Includes PLAYER PIANO free! #7
DISK UTILITIES — 7 programs to help you use your disk drive. 32K. #8
CHARACTER GRAPHICS - The best editor available with examples
using special characters YOU CREATE and ANIMATE. #9 GTIA.
GRAPHICS 9 to 11 — New tricks you can do with these 16 color modes.
#10 SOUND EFFECTS - Many examples, from rainfall to laser blasts,
with ample explanation. #11 MEMORY MAP TUTORIAL - 30 colorful
examples of tricks your computer can do.
TUTORIALS 1 to 4 areS19.95 each. Numbers 5 to 11 are $29.95 each.
16K Tape or 24K disk. SPECIAL: Tutorials 1 through 6 for $119.95.
SAVE $20,001
WRITE FOR A CATALOG OR CALL FOR ORDERING INFORMATION
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OUR GUARANTEE: Your money back If unsatlsfledl
"AVAILABLE
FROM DEALERS V^
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Chutes.
When all three players are greater than the Y
position of 20, tested by line 6100, program ex-
ecution reverts to the routine at the 4000 lines.
Since the limits of the random selection of the
start position at the beginning of the 6000 lines
does not permit a collision before they have all
cleared the 20 position, there is no need for addi-
tional tests.
Line 4003 converts the variable of the 6000
routine to the 4000 and 6000 line routines. Line
4010 starts a routine that is closed by line 4900.
This group of lines will continue to execute until a
collision occurs as tested by line 4028. Which col-
lision has occurred is determined by lines 5002,
5003, and 5004 after the GOSUB has been ex-
ecuted. Here the variable A is introduced - this is
Player 1, you, at the bottom of the playing field
above the alphanumeric window.
Lines 4021, 4023, and 4025 keep the attackers
moving on diagonals down the screen. Lines 4030
to 4040 control the size registers as the players
move down the screen; the further down the
screen, the larger they become. This, along with
the radiating lines, provides the illusion of
perspective.
Speed And Motion
When a collision occurs (you have lost the round),
the player you have collided with stops moving,
but the rest continue to move. This is accom-
plished bv the use of nearlv identical routines in
the lines between 5000-6000. This second routine
is required because the instructions in the sub-
routine at 4000 have slowed the motion enough
so that the differences in the subroutine at 5000 (if
incorporated as addihonal conditions in the 4000
subroutine) would make the game too slow and/or
too jerky.
The explosion resulting from the collision is
generated randomly by line 5020. If the round has
fallen through to this routine, the variable JUMP
is set; and, among other things, the background
lines will be redrawn since the explosion graphics
lines are difficult both to store as variables and to
generate quickly. Lines 5045-5047 shut off the
sound of the attackers as they leave the screen.
What else must the game do? The subroutine
at 8000 keeps rolling up the current score into the
bottom alphanumeric window. The subroutine at
9000 keeps track of your current score and the
high score for the session.
Scoring
The game scores by session and keeps a running
tally of the score for each game. We have a rolling
perspective view of the attackers as they come at
you from the far distance until they pass close
enough to hit you; those that miss keep on going.
8B COMPUTE! April19a3
We have the rules of translation from GR.7
graphics to P/M graphics locations on the screen.
We have several setup routines, one of which is
called later when it is necessary to redraw the
screen.
This game demonstrates the uses of the P/M
size registers and shows how to use them to give
a three-dimensional effect to the screen. These
registers are little utilized in most Atari games
and deserve further exploitation. As a matter of
interest, when the players become larger as a result
of the POKEs, they become larger from the left-
hand edge. That is, if it is in the middle of the
screen, the player will not stretch out to the left
and the right. Rather it will extend further to the
right, but the left edge will not move. Keeping
this in mind will keep your players from jerking
to the right each time that you change the size.
(This technique is well demonstrated in Star Raiders
where the machine language code makes the mo-
tion and the size transitions much smoother.)
Oncoming alien saucers rush toward you in "Clnttes.
31
RESTORE
0 GOSUB 30
2 GOTO 10
0 GOSUB 30000: GOSUB 30200: GQSUB 304
00
LEV=i:BfiM=l:WIN=0:SCR=0
32 ? :? :? "GftME tt";GAM;"<:3 SPACES>L
EVEL #";LEV
33 ? " GAMES WON "|;WIN;"<:3 SPACES3GA
MES LOST ";6AM-WIN-1
34 ? " PRESS TRIGGER TO START";
35 IF 5TRIG(0)=1 THEN 35
GOSUB 8000
0 NW = 0
0 RETURN
000 REM MOVEMENT
002 POKE 53256, 3:P0KE PLY,1S4:P0KE
PLX , 109: GOSUB 6000
003 B=BB: C=CD: D=DD: POKE 53278,255
010 IF STICK(0)=11 AND A069 THEN A
= A-40
4012 IF STICK(0)=7 AND A<>147 THEN A
= A + 40
4 0
FOR THE
ATARI
400/800
4L
by James Albanese
Nail-biting arcade excitement!
Available on diskette or cassette.
Requires 32K of user memory.
At your ATARI software dealer — $29.95
QUTiLrry
SOFTW7IR6
6660 Reseda Btvd., Suite 105
Reseda, CA 91335
(213) 344-6599
4014 POKE 53248, A
4020 B = Ei+MVB: IF B>255 THEN 4022
4021 POKE 1781,B:PDKE 53249,119-0.29
* (B-7i ) -EC
4022 C = C + MVC:IF 0255 THEN 4024
4023 POKE 1782,C:POKE 53250, 123-CC
4024 D=D+MVD:IF D>255 THEN 4026
4025 POKE 1783, D: POKE 5325 1.129+0.29
*<D-71)-DC
402i IF B>25S OR 0255 OR D>255 THEN
POKE 53257,0: POKE 53258 , O ; POKE
53259, 0: BC=0: CC=0: DC=0: GOTO 49
85
4027 IF JUMP=1 THEN 4030
4028 IF PEEK (53260) < >0 THEN 60SUB 50
OO
4029 IF B>255 OR 0255 OR D>255 THEN
POKE 53257,0: POKE 53258,0: POKE
53259, O: BC=0: CC=0: DC=0: GOTO 49
85
4030 IF B<=150 AND B>100 THEN POKE 5
3257, 1 : BC = 4
4032 IF B>150 THEN POKE 53257, 3: BC=1
6
4034 IF C< = 150 AND OlOO THEN POKE 5
3258, 1 : CC=4
4036 IF O150 THEN POKE 53258, 3:CC=1
6
4038 IF D>100 AND D<=150 THEN POKE 5
3259, 1 ; DC=4
4040 IF D>150 THEN POKE 53259, 3:DC=1
6
4900 BOTO 4O10
4985 POKE PLX+1,0:P0KE PLX+2,0:POKE
PLX+3,0:PDKE PLX.O
4990 RETURN
5000 REM EXPLDSION
5001 EXPY=79
5002 IF PEEK(53260)=2 THEN MVB=0:TS=
1 : EXPX=41
5003 IF PEEK (53260) =4 THEN MVC=0:TS=
2: EXPX=79
5004 IF PEEK (53260) =8 THEN MVD=OsTS=
3: EXPX= 1 19
5006 JUMP=1
5007 FOR 1=1 TO 2:POKE 710,15:P0KE 7
12,15:S0UND O , 250 , 0 , 1 5: SOUND TS
,200,0, 1 S : Q = 1 " 1
5003 POKE 7 10,0: POKE 712,0: SOUND 0,0
.0,0: SOUND TS , O , 0 , 0 : NE X T I
5020 FOR 1=0 TO 10: PLOT EXPX,EXPY:DR
AWTO EXPX+I NT (RND (0) *20-10) , EXP
Y- I NT ( RND (0) «20)
5022 SOUND 0 , 250 , 0 , 1 5 : SOUND TS,200,0
,15
5030 B = B-i-MVB:IF B>255 THEN 5032
5031 POKE 178 1,E:POKE 53249,119-0.29
« (B-71 ) -BC
5032 C = C + MVC:IF 0255 THEN 5034
5033 POKE 1782,C:PDKE 53250, 123-CC
5034 D=D+MVD:IF D>255 THEN 5036
5035 POKE 1783,0: POKE 5325 1,129+0.29
* CD-71 ) -DC
5036 IF B>255 OR 0255 OR D>255 THEN
POKE 53257, O: POKE 53258,0: POKE
53259, 0: BC=0: CC=0: DC=0: GOTO 50
95
5037 IF B>2S5 OR 0255 OR 0255 THEN
5095
5038 IF B<=150 AND B>100 THEN POKE 5 6100
3257, 1 : BC = 4
5039
5040
5041
5042
5043
5045
5046
5047
504S
5050
5095
5100
6000
6005
6010
6020
6030
6040
6044
6045
6046
6047
6049
6050
6052
6054
6056
6069
6070
6072
6073
6074
6079
6080
6082
6083
6084
6089
6090
6092
6093
6094
IF B>150 THEN POKE 53257, 3:BC=1
6
IF C< = 150 AND OlOO THEN POKE 5
3258, 1 : CC=4
IF 0150 THEN POKE 53258, 3: CC=1
6
IF D>100 AND D<=150 THEN POKE 5
3259, 1 : DC=4
IF D>150 THEN POKE 53259, 3: DC=i
6
IF B>230 THEN SOUND 1,0.0.0
IF O230 THEN SOUND 2 , O , 0 , O
IF D>230 THEN SOUND 3, 0 , 0 , 0
SOUND 0, 0, 0, O: SOUND TS,6,0,0
NEXT I
POKE 17S1,0:P0KE 17B2,0:P0KE 17
83, 0
BOUND O, 0, O, O: SOUND 1,0,0,0:S0U
ND 2, 0, 6, O: SOUND 3 , 0 , 0 , O : RETURN
REM ATTACK PATTERN
BB=71 ; CD=71 : DD=71 : TEMPS Y=-l : TEM
PCY=-1:TEMPDY=-1:P0KE 53278,255
TEMP=INT <RND (O) «3) : JUMP=0: POKE
53278, 255
IF TEMP = 0 THEN B = -59 : C=-59+ I NT <
RND(O) *20+20) :D=-59+INT<RND<0) *
40+10)
IF TEMP=1 THEN C = -59 : B = -59+ I NT <
RND(O) «30+16) :D=-59+INT(RND(0) *
20+26)
IF TEMP = 2 THEN D = -59 : B = -59 + I NT <
RND(0> *20 + 20) :C = -59 + INT<RND(0> t
30+10)
POKE 53256, 3:P0KE PLY,184:POKE
PLX, 109: A=109
IF STICK(0> = 11 AND A069 THEN A
= A-40
IF STICK£0)=7 AND A0149 THEN A
= A + 40
POKE 53248, A
COLOR 3
TRAP 6052: PLOT 76 , TEMPBY : TRAP 4
OOOO
TRAP 6O54:PL0T 30 , TEMPCY ; TR AP 4
OOOO
TRAP 6056: PLOT 84 , TEMPDY : TRAP 4
OOOO
COLOR 1
IF B>20 THEN BB=SB+MVB : GOTO 607
4
B=B+MVB
TRAP 6073: PLOT 76, B: TRAP 40000
TEMPBY=B: GOTO 6079
POKE 17ai,BB:P0KE 53249,119-0.2
9* <BB-71 )
IF O20 THEN C D = CD + M VC : GOTO 608
4
C=C+MVC
TRAP 6083: PLOT 80, C: TRAP 40000
TEMPCY=C: GOTO 6089
POKE 1782,CD:P0KE 53250,123
IF D>20 THEN DD=DD+MVD : GOTO 609
4
D=D+MVD
TRAP 6093:PLDT 84,D:TRAP 40000
TEMPDY=D: GOTO 6100
POKE 1783,DD:P0KE 5325 1,129+0.2
9« (DD-71 )
IF B>20 AND O20 AND D>20 THEN
6200
90 COMPUIil April WB2
APPLE-y
NEC
I&-80
■BBRAIN
DYNACOMP
The Leading Distributor Of
Microcomputer Software
PRESENTS
PERSONAL FINANCE SYSTEM:
One of the most complete financial management packages available. Keeps track
of all tax deductible items, bank deposits, monthly charges, cash payments and
more.
Personal Finance System automatically deducts check fees, gives complete finan-
cial summaries for any category on a per item, monthly or yearly basis, prints
results in detail or summary form, and even plots results on a monthly bar graph.
Available on diskette/disk only. Price $39.95 (diskette); $42.45 (disk).
THE TAX OPTIMIZER
Evaluates various tax alternatives and selects the most advantageous method for
preparation of individual Federal Income Tax.
With Tax Optimizer you can easily determine the advantages and disadvantages of
projected financial decisions and actions.
Tax Optimizer evaluates several filing approaches and calculates the resulting tax
liability for each one. This can be done for a series of years, so you can choose the
approach with the overall best tax advantage. Comes with a 14 page instruction
manual. Available on diskette/disk only. Price $59.95 (diskette); $62.45 (disk).
THESE ARE ONLY TWO OF THE HUNDREDS OF PROGRAMS
AVAILABLE FROM THE DYNACOMP LIBRARY OF SOFT-
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Business/Utilities
■ Education
■ Engineering
Adventure
■ Thought Provokers
■ And Much, Much More!
Personal Finance
■ Statistics
Games
■ Card Games
Besides being the leading distributor of microcomputer software, DYNACOMP
currently distributes software in over 60 countries. DYNACOMP provides
FRIENDLY, ACCESSIBLE CUSTOMER SERVICE through our highly
qualified and knowledgeable staff. WE'RE AS NEAR AS YOUR TELEPHONE.
DYNACOMP' S prices are highly competitive and we promise prompt processing
of every order!
WRITE FOR A FREE, DETAILED CA TALOG
Daytime 24 Hour
Toll Free Order Phones: Message and Order Phone:
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Office Hotline:
9-5E.S.T.
(716) 442-8960
DYNACOMP, INC.
1427 Monroe Avenue • Rochester, NY 14618
6130 GOTO 6045
6200 RETURN
8000 REM
8010 MVB=LEV*2+1:MVC=LEV*2+1:MVD=LEV
*2+l:P0KE 53278,255
8040 GOSUB 4000: GAM=GAM+1 : LEV=INT (GA
M/5) +1 : SETCDLDR 1,LEV+1,8
8050 IF LEV=7 THEN 9000
8055 IF NW=1 THEN 8200
8060 IF JUMP=0 THEN W I N=WI N+ 1 : SCR=SC
R+LEV*2:G0TD SOS2
8069 BQSUB 30000: GOSUB 30200: GOSUB 3
0400
8082 ? :? :7 "GAME **";GAM;"
iZ SPACES>LEVEL #";LEV
8083 ? " GAMES WON ";WIN;"
<:3 SPACES36AMEB LOST "^BAM-WIN-
1
8084 7 "{S spaces: SCORE ; " ; SCR
8085 7 ■' PRESS TRIGGER TO START
< BEL LI " ;
8086 IF STRIG(0)=1 THEN B086
8090 GOTO 8010
8100 GOSUB 4000
8200 RETURN
8990 RETURN
9000 REM NEW GAME
9012 POKE PLX,0:PDKE PLX+1,0:P0KE PL
X+2,0:P0KE PLX+3,0
9014 SOUND O, 0, O, O: SOUND 1,0,0,0:SDU
ND 2, O, O, O: SOUND 3,0,0,0
9016 IF SCR>HSCR THEN HSCR=SCR
9020 GRAPHICS 18
9030 7 *6;" CONGRATULATIONS"
9035 ? #6
9040 7 #6;" {13 SPACES?!
REM inverse video
9045 7 #6
9050 7 #6;"<:8 SPACES J "; SCR
9055 7 tt6
9056 7 «6;"<:3 SP ACESll!h<rt;»^tTil:];
REM inverse video
9057 7 «6
9058 7 #6; "{3 SPACES >"; HSCR
9059 7 #6
9060 7 «6;" 1^ JJ--<--^^iK.bMilM-tqS" : REM
nverse video
9070
I J-lll.r " :
7 «6;"-C3 spaces: EHEKEHj
REM inverse video
90 7 5 Q=l'-l-'-l'~l--l'-l '^l-'-l
9080 IF STRIG(0)=i THEN 9080
9082 NW=1
9090 RETURN
13000 FOR I=MYPMBASE+i024 TO MYPMBAS
E+2048:P0KE I,0:NEXT I
13001 STOP
29990 STOP
30000 REM SETUP
30005 POKE 53278,
30O15 GRAPHICS 7:
30020 MVB=2: MVC=25 MVD=2
30190 RETURN
30200 REM PM SETUP
30204 POKE 53277, 3: REM GRACTL PLAY&M
ISS
30206 POKE S59,62:REM DMACTL , 1 L I NE , P
LAY, MIS, NORM FIELD
30208 POKE 54279, <PEEK ( 106) -32> :REM
32PAGE RESERVE
30210 POKE 53256,0: POKE S3257,0:P0KE
53258, 0:POKE 53259, 0:REM PLAY
92 COMPU1I! Ap(il19S3
255
POKE 752,
30212
30214
30215
30230
30232
30236
30237
30238
30240
30242
30244
30246
3024B
30250
30252
30254
30256
30258
30260
30262
30276
30278
30280
302S2
30283
30284
30285
30286
3 C) 3 9 O
30 400
30401
30407
SIZES
POKE 623,a:REM PRIORITY PF OVE
R PL
MYPMBASE=25 6«(PEEK<106)-32):RE
M NEW PM BASE
IF ZZZ=0 THEN ? "Please Wait..
.";:FOR 1=1024 TO 2047:P0KE MY
PMBASE+I , O: NEXT I:2ZZ=1
POKE 704, 150: POKE 705, 199: POKE
706,246:POKE 707,119:PDKE 178
8, <PEEK 006) -28) : REM START OF
PM DATA
SETCOLOR 1 , LEV+1 , 10: POKE 710,0
:POKE 7 11, 29: POKE 7 12, O
REM VBLANK INTERUPT ROUTINE
IF GAM>0 THEN 30390
FOR 1=1536 TO 1706iREAD A:POKE
I , A: NEXT I
FOR 1=1774 TO 17S7:P0KE I,OiNE
XT I
DATA 162,3,189,244,6,240,89,56
, 221 , 240, 6, 2 4 0, 83, 141 , 254, 6,10
6,141
DATA 255,6,142,253,6,24,169,0,
109, 253, 6, 24, 109, 252, 6, 133, 204
,133
DATA 206,189,240,6,133,203,173
,254, 6, 133, 205, 189, 248, 6, 170, 2
:, 46, 255
DATA
205, 1
244, 7
DATA
69, O,
74, 25
DATA
36) f ^ f
^ 2 5 3 ii
DATA
253, 6
0,6, 1
DATA
77 , 20
, 174,
DATA
76, 2,
DATA
6
S = USR
PLX=5
POKE
LL + 2,
POKE
BASE +
FOR I
E+103
DATA
FOR I
E+128
256 , A
DATA
POKE
KE PL
RETUR
REM D
COLOR
PLOT
, 20: D
WTO 7
0
6, 14
69, O
6, 87
6, 16
145,
3,6
173,
240,
6
109,
, 109
33
205,
3, 14
253,
169,
6, 76
7, 16
4, 16, 168, 177, 203, 145,
,145, 203, 136, 202 , 208,
0, O, 17 7, 2 03, 145, 205, 1
203, 200, 202, 208, 24 4, 1
254, 6, 157,240, 6, 1 89 , 2
48, 133, 203, 24, 138, 14 1
235, 6, 133, 204, 24, 173,
,6, 133, 206, 189, 24
248, 6, 170, 160, 0, 1
5, 200, 202, 208, 248
7, 236, 6, 202, 48, 3,
228, 0,0, 104, 169
160, 0,32, 92, 228, 9
189,
5, 20
6
0,15
,98,
2,6,
( 1696)
3248:PLY=1780:PLL=178 4
PLL,a:POKE PLL+1,6:P0KE P
6:P0KE PLL+3,6
MYPMBASE+1280, 1 : POKE MYPM
1536,1:P0KE MYPMBASE+ 1 792
= MYP
1 : RE
8,8,
= MYP
5: RE
: POK
20, 6
PLY +
Y-i-3,
N
RAW
1
73, 2
RAWT
4,0:
MBASE+1024 TO MYPMBAS
AD A:POKE I,A:NEXT I
3,8, 28, 28, 62, 62
MBASE+1280 TO MYPMBAS
AD A: POKE I, A: POKE 1+
E I -1-512, A: NEXT 1
2, 62, 28. 28, 8
1,5S:P0KE PLY+2,78:P0
98
CHUTES
0:DRAWTO 78,0:PLDT 82
0 a2,0:PL0T 74,20:DRA
PLOT S6,20:DRAWTa 86,
30408 FDR 1=0 TO IS STEP
DRAWTD 74, I : NEXT I :
15 STEP 5:PLDT 86,1
, I : NEXT I
30409 PLOT 0,20:DRAWT0 15
30410 PLOT 7S,20:DRAWT0 6
2,20:DRAWT0 100,79
30420 PLOT 74,20:DRAWT0 2
6,20:DRAWT0 140,79
30422 PLOT 70, 20: DRAWTD O
,20sDRAWT0 159,59
30424 PLOT 66, 20: DRAWTD 0
,20:DRAWT0 159,39
30426 PLOT 72, 20: DRAWTD 0
,20:DRAWTa 159,75
30428 PLOT 6S, 20: DRAWTD O
,20:DRAWT0 159,49
3O430 PLOT 64, 20: DRAWTD 0
,20:DRAWTa 159,29
30590 RETURN
5: PLOT O.I;
FOR 1=0 TO
: DRAWTD 159
9, 20
0,79:PLOT 8
0,79:PLOT 8
,59:PLDT 90
,39: PLOT 94
,75:PL0T 88
,49; PLOT 92
,29:PL0T 96
COMPUTE!
TOLL FREE
Subscription
Order Line
800-334-0868
In NC 919-275-9809
At Last, A Program to
Test Your
Programming
Potential
Give yourself or your family
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RASE, Programmer Aptitude Self Evaluation, can allow
you, at home on your own Atari 400 or 800 to measure
your potential forthe field of computer programming. For
the first time, this program offers the novice a try at
programming with absolutely no prior computer
experience or knowledge of a computer language.
Presented in a game format, RASE will instruct you
through every step of a first program to give you a feel for
what actual computer programming is like. PASE is
suitable for botfi adults and children, excluding no one
from discovering their aptitude for a field that has
nowhere to go but up!
95
For the ATARi;^]^
Home Computer
16KTape
Send Check or money order to
$19
heck or mi
[RIDATA CORPORATION
COMPUTER PROFESSIONALS
3057 College Heights Blvd., Allentown, Pa, 18104
(215)820-9577
/4 Aimftle tifUAtioH':
ATARI® 800/400
(or RS-232 terminal)
+
ATR8000
64k RAM, Z80, 4MHz,
Double Density, CP/M
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+
CO-POWER-88
All of the above AND
an 8088, 16-bit co-
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256k RAM and CP/M-86
or MSDOS.
The ATR8000 is a 4MHz Z80 double density disk interface with 64k RAM for
tfie ATARI 800/400 or a RS-232 terminal. Its FLOPPY DISK port accepts up to
four drives of mixed definition: single or double-sided, single or double or quad
density, SVj" or 8." It has a parallel PRINTER port and a RS-232 port that can be
configured for a serial printer, a modem, or for communications with anottier
terminal (serial and parallel printer drivers are included).
CP/M 2.2 with a special BIOS comes with the ATR8000. A standard CP/M
manual is included along with several double density CP/M disk utility programs.
The ATR8000 and the ATARI 800/400 also run ATARI DOS and OS/A+ (a double
density ATARI DOS). A thorough instruction manual is included. (The ATR8000
is enclosed in an attractive two-toned tan box. Dimensions: 12%" x 11 Vz" x 2'/2.")
CO-POWER-88 is a 16-bit, 8088 coprocessor available in three RAM sizes:
64k, 128k and 256k. It runs CP/M-86 or MSDOS, the standard operating system
of the IBM-PC. Simple commands move the user between the Z801CP/M 2.2
system and the 8088 1 CP/M-86, MSDOS system. The CO-POWER-88 RAM can
be used as a "memory" drive while the system is running CP/M 2.2. Programs
compiled or run in memory save disk access time, therefore, speed up job
operation time, (CO-POWER-88 is available for nearly all Z80 or 8080 computers
using CP/M 2.2.)
PRICING:
64k ATRBOOO 750.00
5%" Drive 399.95
8" Drive -CALL-
OS/A+, Vers. 4 49.95
Printer Cable 29.00
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8" Dr. Adapter
64k CO-POWER-86
35.00
25.00
. 19.95
699.95
256k GO-POWER-86
witti CP/U-86
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CONTACT:
SOFTWARE PUBLISHERS, INC.
2500 E. Randol Mill Rd., Suite 125 Arlington. TX 76011
(817) 469-1181
CP/M and CP/W-86 are trademarks of Digital Research, (nc. ATARI BOO i 400 are trademarks of ATARI. Inc. Z-80 is a
trademark ot Zilog. MSDOS is a trademark of Microsoft. IBful-PC is a trademark of IBM.
April 1983 COMPUTf ! 93
Cash Flow
Manager
Donald W Wotson
Your home cotiiputer, VisiCalc, and mi inexpens'roc
printer arc all the tools you need to produce a niontltly
cash report ami forecast on a single 8V2 x 21" sheet of
paper. You can set up this reportitig system in a couple
of hours and spend less than an hour producing a neio
report each month.
With this one-sheet, monthly cash report, you'll
easily find ways to control and conserve your
cash and to make the monthly bill-paying chore
seem like a game - almost a pleasure. And as a
bonus, your tax return will be easier to prepare at
year's end with the December cash report to use
as a guide.
The cash report, based on simple and practical
ideas, requires only the most ordinary arithmetic:
- In any month. Income less Expense equals
Cash Flow; Cash Flow can be positive or nega-
tive in any month.
- Cash Assets at the end of any month equals
Cash Assets at the beginning of the month
plus (or minus) Cash Flow for that month.
Cash Assets includes cash in your pocket or
under the mattress, money on deposit in ordinary
savings accounts, your checking account balance,
and any investments you might have which are
quickly (within a few days) convertible to cash.
Money tied up in certificates of deposit, loans,
and other relatively long-term investments should
not be considered as part of Cash Assets.
Table 1 displays a cash report as it might ap-
pear at mid-year (June 1983) for a typical family.
At the beginning of the year, all month-column
headings are enclosed in parentheses. As each
monthly report is prepared, the current month's
parentheses are removed, leaving current and
past months easily distinguishable from future
months.
94 COMPUni April 1983
Monthly expense lines are grouped separately
from the lines for Non-monthly expense and Taxes.
One advantage here, for convenience in building
initial full-year forecast data, is that all January
entries for the Monthly group can be "replicated"
with a single VisiCalc command to February
through December. Anc^ther advantage is that the
pattern of Non-monthly expense becomes obvi-
ous; redistribution of these expenses to avoid low
(or negative) Cash Flow months can easily be
planned in advance.
The Income Statement group can (and in this
case, does) provide for more than one wage or
Salary source, for Investment income, and for
Miscellaneous income sources.
The Cash report lines are simple. In any
month. Net Cash Flow is Total Income less Total
Expense; Cumulative Cash Flow is the sum of
Net Cash Flow for each month from the beginning
of the year.
Perhaps the most informative line is Net Cash
Assets, which gives an accurate monthly state-
ment of the family cash position - and a forecast
of that position through the rest of the year.
Setting Up Your Cash Report
If you have VisiCalc in your software library and
a 9V2 inch paper width printer capable of printing
132 characters per line (in compressed print
mode), you can set up your cash report system
immediately, using the following steps as a
guide:
1. Set the global column width at eight char-
acters per column; /GC8 is the VisiCalc com-
mand sequence. Sixteen columns will be
used, allowing 128 characters per line in the
report format.
2. Enter the report title and column headings;
see Table 1 for the correct format.
INVESTMENT TAX ANALYST
Apple'* II Version
Developed by Ad^'anct'd [nvii5imeni Sirategies. Inc
Tax planning made simple.
Take the number criinching out of invest-
ment strategy, with this easy-to-use tax
analyst. Used as a template for VisiCalc*, it
lets you instantly project the profitability of
any investment (even series of investments)
for any period up to six years. Calculates
'before and after" tax liability and savings . . -
analyzes the impact of tax credits and inter-
est limitations... and calculates net cost,
present value, and internal rate of return
For the Apple'* II, 64K memory using
VisiCalc. One 5V4" disk with documenta-
tion. $150.00
USING VISICALC®
Getting Down To Business
Book /Disk Set
Developed by Carol Klltiner & Matilifu' Pbciali. Jr.
You don't have to be a computer, wiz
to get all the computing power your
VisiCalc was designed to deliver.
Now vou can exploit everi; time-saving
feature and management function built
into VisiCalc. This unique book/software
package explains all its functions and
commands, and gives you ready-to-run lay-
outs for financial planning and forecasting,
cash flow analysis, inventory management,
financial ratios. breai<-even analysis, and a
host of other applications. 288-page book
and one S'A " disk for the Apple II. 48K
memory using VisiCalc. $56.90
SCHEDULER/CALENDAR
Apple^ II Version
Developed by Ellen Monrro^e Coher
Turn your Apple into a tireless,
efficient electronic secretary.
A must for every busy professional. Simple,
dependable, and easy-to-use, this total
time management system lets you enter,
find, display, delete, add to, and print an
appointment or entire day's schedule in sec-
onds , . . move appointments when there's
a cancellation . , . interface with other files
(such as phone numbers or addresses) . , .
annotate your schedule . , .even print labels,
"reminder" cards, and simple bills. One
S'A " disk with documentation lor the
Apple 11. 48K memory. Available in May.
$65.00
Run with
Wiley Professional
Software
MULTIGRAPH
Apple'^ It Version
Developed bv Robeif Abei,'
A powerful, versatile, extremely
friendly computer graphics package.
Need to display financial or other numerical
data clearly, quickly, and conveniently? Just
select the type of graph you want — bar or
line, pie charts or scatter diagrams — input
the values, and MULTIGRAPH does the
rest. Change the values, the graphs change
automatically. You can even change from
one type of graph to another. . . and print at
the touch of a button. One 5'A" disk with
documentation for the Apple II. 48K mem-
ory. Available in May. $85.00
GOLDEN DELICIOUS GAMES
FOR THE APPLE® COMPUTER
Book/Disk Set
\ iiiwdrd M i-f Jnklin, Juanne Kultnow. LeRoy Finkel
Mind-challenging fun for the Apple- II .
Ready-to-run game programs, plus tech-
niques and subroutines more experienced
programmers can use to plug into existing
games or build new ones , 150-page book
plus two S'A" disks for the Apple 11. 32K
memory. $47.90
APPLE® BASIC
Data File Programming
Book/Disk Set
LeRoy Fmkel and Jerald Brown
How to create and maintain your own data
files for billings, inventories, mailing lists,
numerical and statistical data, and more —
plus ready-to run file programs. 3n3-page
book plus one S'A" disk for the Apple II,
48K memory. $34.90
Ask for Wiley Professional Software at your
local computer store. Or order directly from
us with this coupon^ and use any program
free for 15 days.
WILEY PROFESSIONAL
SOFTWARE
a division of John Wiley & Sons, Inc.
605 Third Avenue
Neu/York, N.V, 10158
Apple" IS a registered iradenwrk o) Apple Computer. Inc.
Vis/Cole" is a regislereri nademark of Ms/Corp
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1 Mail to: Wilesi Professional Software
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Please send me the software indicated to
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the trial period and owe nothing, (Re-
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D Payment enclosed plus sales tax.
Wiley pays normal bookrate postage.'
handling- We normally ship within 10
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D Bill me. G Bill my company.
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TAX ANALYST. $150.00
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APPLE BASIC $34 90
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Joystick 522.95
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Trackball $49.95
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ZAXX0N(16K)
Disk/Cass
$23.95
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Cartridge
S34.95
Percam AT88 First S399.95
(Single Density) Second S31 9.95
Percom First $549.45
(Dual Density) Second S359.95
Atari 800 48K S479.95
Atari 850 Interface S159.95
Atari 810 Disk Drive S419.95
Atari 410 Program Recorder S 73.95
"Your Atari Computer" S16.95
"Kids & The Atari" $19.95
"Games & Recreation" $14.95
NEC JB 1201 HI-RES Green Monitor SI 69.95
AMDEKC0[orl13" $319.95
Atari 400
Atari 800
DUST COVERS
$ 9.95 Atari 810 $5.95
$10.95 NEC 8023 S9.95
NEC 8023
$444 95
EPSON FX SOFT
Call for Price
Cable
S 7PPR
INTEC RAM BOARDS
Lifetime Warranty
16K800
S 44.95
32K 400/800
S 59.95
48K400
SI 29.95
ELEPHANT DISKS (Box of 10) .
. . . . S20.95
VERBATIM (So/ onOj
528.95
In Home Keyboard for Atari 400
... $ 99.95
Haves Smart Modem 300 Baud
. . . $209.95
File Mgr. + . . . S 67.95
Lener Perfect . . SI 09.95
40/80 Col. Disk
S.A.M S 44.95
Moon Shuttle
Frogger . . . .
Centipede . .
Pac Man . . .
. . . S28.95
.... S26.95
.... $31.95
.... $31.95
Alien Group
Voice Sp.
Defender . . .
Galaxian . . .
K-Razy Shoot Out $34.95
$139.95 K-Razy Kritters .. $34.95
S 32.95 K-Razy Antics . . . $34.95
$ 32.95 K-Star Patrol , . . $34.95
MICRO MERCHANT
290 North 10th Street, P.O. Box 1516, Colton, CA 92324-0821
CA Residents add 6% Sales Tax. Credit Card orders add 3%.
UPS Shipping: 3% for Hardware, £3 for Software. Shipping Minimum $3.00.
MoiinCaid j
Table 1: Monthly Cash Report And Forecast
R B C
D
E
F
G
H
I
J
K
L
fl
N
0
P
1
JUNE REPORT
** MONTH ♦*
2
*ig83 EXPBiSES*
JAN
FEB
MAR
APR
HAY
JUN
(JUL)
(AUG)
(SEP)
(OCT)
(NOV)
(DEC)
TOTAL
3
4
5
E
HONTH.Y
Gi»
m
500
E«n
500
600
600
500
600
600
550
660
RENT
7320
7
ELECTRICITY
85
97
72
75
SI
33
110
125
130
100
90
80
1138
8
m
m
lie
38
1B4
82
75
60
60
60
65
70
90
977
9
TELEPHONE
85
58
55
54
60
56
65
55
55
65
65
55
761
10
CABLE TV
IB
10
10
10
10
10
10
10
10
10
10
10
120
11
tWTER J SEHER
B
2G
32
25
23
28
35
37
35
30
30
30
353
12
TRftSH PICK-UP
12
10
10
10
12
10
10
10
10
14
10
10
128
13
GASOLINE
115
98
90
112
118
34
120
120
120
100
1B0
100
1287
14
CAR PflMNT
162
162
162
162
152
152
162
162
152
162
152
162
1944
15
LIFE INSUfiflNCE
ie4
104
104
104
104
104
104
104
104
104
104
104
1248
16
17
FOOD
389
445
332
375
423
490
400
400
400
400
400
400
4314
18
MftSTERCflRD
IIM
358
294
222
162
183
250
250
250
250
250
250
2829
19
SEARS
126
85
43
71
105
53
50
50
50
m
50
50
784
20
HfllR CARE
75
35
48
25
32
43
4B
40
48
40
40
40
438
21
22
23
rtlSm 1 flNEDUS
32
89
59
110
54
12
100
100
100
100
100
108
336
NfflHIQNTHLY
24
25
AUTO INS (1)
ise
150
300
26
flUTO INS (2)
ise
150
300
27
flUTO EG (1)
45
45
28
flUTD HG (2)
45
45
29
PROPERTY INS.
416
AlE
30
NEWSPAPER
15
15
15
15
60
31
MEDICa.
236
78
314
32
33
34
flUTO REPAIR
152
83
235
TAXES
35
36
FEDERAL (184B)
2140
2140
37
FEDERAL (EST.)
358
350
350
350
1400
38
39
4^
41
STATE
0
TOTAL EXP. :
2391
2341
2193
4726
2323
2446
2131
2133
2531
2105
2441
2151
30518
42
43
44
45
INCttt STATDOfT
1745
1745
1745
1745
1760
1E62
1862
1862
1862
1^
1862
1862
SALARY 1
21774
46
SALARY 2
1468
1460
1450
1460
1460
1460
1575
1575
15/b
1575
1575
1575
18210
47
INVESTMENT
200
200
300
400
1100
48
49
50
niscaiANEDus
0
TOTAL INCOME :
3205
3205
3485
32B5
322B
3522
3437
3437
3737
3437
3437
3837
41084
51
52
S3
TOTAL EXPENSE:
2391
2341
2193
4726
2329
2446
2131
2133
2531
2105
2441
2151
30518
m CASH FLOW:
814
254
1212
-1521
891
1076
1305
1304
1206
1332
336
1686
10566
54
OJMULATIVE CF:
814
1078
2238
769
166B
2736
4042
5346
6552
7884
8880
Iffififi
l«5fifi
56
NETCA^^ HiiStlS
10814
11B73
12290
10769
11660
12735
14042
1534B
15S2
17884
18880
20565
20566
57
CAR FHD: imfii
S8
59
Ba
AcfiM983 COMPUni Q7
3. Compose and enter a set of line titles to
suit your Monthly expense items. If you are
buying your home, use Mortgage for a line
title instead of Rent. If you have an all-electric
home, eliminate the Gas line. Remember to
keep the Monthly expense lines in a separate
group.
4. Enter a group of Non-monthly expense
line titles to suit your known requirements.
The Taxes lines are identified separately, but
typically arc Non-monthly expense items.
5. Enter the Income Statement line titles to
provide appropriate Salary and other income
lines.
6. Enter the VisiCalc formulas needed to cal-
culate the bottom line and cross-foot totals;
the VisiCalc summation function and replica-
tion command can be used to good advantage.
Table 2 displays the formulas used with the
model cash report of Table 1 .
When you have your VisiCalc cash report template
completed, before proceeding save it on your
data file diskette under an appropriate file name
as a master file.
Forecasting The Full Year
Round off data entries to the nearest dollar; all
data entered and calculated will be printed only
to the nearest dollar. You will find this a con-
venience that causes no significant loss in accu-
racy, and it's one of the reasons the system will
print a report on a single sheet within the limits
of your 132 character per line (in compressed print
mode) printer. To build the full year Cash Forecast,
use the following steps:
1. In your cash report template, enter your
best estimate in each line of the Monthly ex-
pense group for January expense only.
Table 2:
Cash Report Template VisiCalc Formulas
VisiCalc Formula
CwSVM{V6.,.D38)
through
@SUM(06...038)
@SUM(D45...D48)
through
@SUM(045...048)
-HD40
through
+ O40
+ D50-DS1
through
+ 050-051
+ DS3
+ DS4 + E53
through
+ N54 + 033
Item
Location '
Total Expense
D40 (
through 1
O40 (
Total Income
D50 (
through 1
O50 (
Total Expense
D51
(Repeated)
through 1
051
Net Cash Flow
DS3
through
053
Cumulative Cash
D54
Flow
E54
through
054
Net Cash Assets D56
+ C57-I-D53
E56
through
056
+ D56 + E53
through
-I-N56 + 053
Column P Totals P6
through
P15
(?!SUM(D6..
through
f«SUM(D15.
06)
..015)
P17
through
P21
^SUM(D17.
through
fwSVM(D21.
..Ol7>
..021)
P25
through
P32
through
(ti)SUM(D32.
..025)
.032)
P36
through
P38
@SUM(D36.
through
@SUM(D38.
.036)
.038)
P40
((/)SUM(D40.
.040)
P45
through
P48
<a'SUM(D45.
through
@SUM(D48..
.045)
.048)
P50
P51
P53
(fi)SUM(D50.
(f<iSUM(D51..
(«)SUM(D53..
.050)
.051)
.053)
P54
P56
-H054
-I-056
2. Use the VisiCalc "Replicate" command
(/R...) to replicate the January Monthly ex-
pense data to the dtistination range from Feb-
ruary through December.
3. Where required, through the full year,
enter your best estimate for each item in the
Non-monthly expense group.
4. In the Income Statement group, enter the
January Salary data and replicate it to the
destination range February through De-
comber. Then enter your best estimates for
any Investments and Miscellaneous income
you anticipate.
5. Finally, in Column C, "seed" the Net Cash
Assets Hne with your estimate of cash assets
Carried Forward from last year.
Save this file to your VisiCalc data file diskette;
replace the existing master template with this
one, if you wish. At this point, you have a com-
plete cash forecast template for a full calendar
year on your diskette. You can easily "fine tune"
it by modifying selected entries. For example:
- Expect to pay more for electricity in winter
than in summer? Look through last year's
electric bills and modify the Electricity line to
reflect a realistic trend for the new year.
- Expecting a scheduled raise in July? Enter
the modification at July and replicate from
there through the rest of the year.
When you have made the forecast entries as
reasonable and realistic as you think they need to
be, save the file again. Then print a hard copy for
98 COMPUTB A|yUt983
review and further editing that might be needed.
Keep a valid copy for future reference.
The Monthly Report And Corrected
Forecast
Each month, you need only to survey your
checkbook, salary check stubs, and one or two
other records to get the real expense and income
data for that month. The monthly cash report,
with the year-end forecast numbers automatically
corrected with new data entries, is easily produced
with the following procedures, using the prior
month's report as a worksheet:
1. Remove the parentheses from the current
month-column heading.
2. Enter the actual payment amounts made
for the month, line by line. If a planned pay-
ment is not made, delete any existing entry;
reschedule the payment, if necessary, by
entering it in a future month or by adding it
to an existing entry for a future month.
3. Enter actual income dollars as received.
4. Make appropriate modifications to future
months' payment and income data.
5. Save the current month's report to your
VisiCalc data file diskette, using a unique file
name.
6. Print the current month report. Edit it,
make necessary corrections, then save and
print it again.
This six-step, monthly effort should take less
than one hour to complete. Keep each final
monthly report for comparison with future re-
ports. At year's end, the January and December
report comparison will provide marvelous gui-
dance for even more effective cash reporting and
conservation in the following year. You will have
made yourself something of an expert in personal
accounting and personal finance management -
no small accomplishment.
Some Practical Tips
1. Pocket Cash. Once or twice a month, write
a check for pocket cash; include those checks in
Miscellaneous (Monthly) expense or provide a
separate Monthly line for Pocket Cash to keep it
more visible and under better control.
2. In your VisiCalc cash report template,
keep Column A (as in Table I) to provide a left-
hand margin for the printed reports. The margin
will allow for three-ring binder punching.
3. Don't build column and line numbers into
your template; they are shown in Table 1 only for
convenience in this article.
4. Save each printed monthly report, and
save the latest version of the cash report on your
VisiCalc data file diskette. Be sure to keep an up-
to-date backup copy of the data file diskette, of
course.
5. You can modify your report format at any
time by inserting or deleting expense and income
lines anywhere. If you insert a line, remember to
use the summation function to get the data into
the Total column at the right.
6. Don't fret over items you find hard to
predict, such as Medical and Auto Repair expense.
If you know there's an expense coming up, esti-
mate it as best you can or ignore it, being sure to
enter it when you actually pay the bill.
If you are using a spreadsheet other than
VisiCalc, just remember that you must provide
eight characters per column in the template de-
sign. A printer must have a compressed print
mode (commonly, 132 characters per line) to print
the report on a single standard 8'/2 x 11 sheet.
Your computer system, along with this prac-
tical cash reporting method, will help you to
conserve and build your cash stash. The monthly
cash report will provide:
- an excellent record of expenses and income
to date
- a useful document for planning and sched-
uling future expenses and income
- advance warning of months where cash
resources are likely to be low or non-existent,
often avoiding the embarrassment of having
to borrow money unexpectedly or on short
notice
- peace of mind, especially when the cash
assets outlook is good.
Some have remarked that personal account-
ing software isn't worth the time and effort re-
quired to maintain it every month. The spread-
sheet-based system defined here solves that
problem. You'll probably agree that an hour or
less each month is well worth the results. ©
i^
GENERAL LEDGER SYSTEIVI
for ATARI 800
$
149
QC CHART OF ACCOUNTS
^^ TRIAL BALANCE
I KCOME STATEMENT
BALANCE SHEET
Microsoft Base
^219.95 • includes Microsoft Compiler
VISA - MASTER CHARGE - CHECK - MONEY ORDER
JCCinc.
•Trademark ATARI. INC.
4712CHASTANTST.
IKETAIRIE.LA.70002
(504)454-2421
ApnlWej COMPUTE! W
REVIEWS
VIC-20/C64 Word Processor:
The Quick Brown Fox
Greg^ Peele
rhe Quick Brown Fox is a
word processor for VIC-20
and Commodore 64 microcom-
puters. The Commodore 64 ver-
sion is the subject of this review,
but both versions are substan-
tially the same.
The production version of
the Fox will be in cartridge form
and will leave over 34K of mem-
ory (about 34,000 characters)
available for text. The production
version will also support an 80-
column board which is in the
works at this time.
The manual which accom-
panies the word processor is
designed for the user who is
totally unfamiliar with com-
puters or word processing. The
text is uncomplicated and in-
cludes many exercises which
provide hands-on experience to
supplement the concepts in the
text. Included within the text are
explanations of the idiosvn-
crasies of using a computer
keyboard instead of a typewriter
keyboard.
Since the software package
was designed for use with sev-
eral computers, specific instruc-
tions are given for each particular
model, and explanations of the
limitations of each computer are
discussed at length.
A Simple Menu System
One point about this software
deserves notice. The manual's
1D0 COMPUTt! ACKil 1983
appearance is impressive. The
cover appears durable, and the
overall appearance of the manual
is professional. This software
would not seem out of place in
an office atmosphere.
The word processor uses a
simple system of menus and
prompts to guide the user
through the difficulties in pro-
ducing professional text. The
key to the effectiveness of this
software is in the simplicity of
the commands used to perform
text manipulation. For instance,
the main menu supports 12 dif-
ferent functions. Each of these is
accessible by pressing the key
which represents the first letter
of the command. (T for text, D
for delete, etc.)
Edit mode can be reached
from text mode by pressing the
left arrow key (located in the left
upper corner of the kevboard).
Pressing this twice provides an
"escape" to the main menu. The
availability of this function
makes learning to use the Fox an
easy process. If the user is ever
in doubt about a command, he
or she can use this key to return
to the menu and review the avail-
able options.
Do you often repeat portions
of text when you write letters or
other documents? For instance,
do vou find that a letter to your
grandmother may contain much
of the same text as the letter vou
sent to your aunt? The Quick
Brown Fox has a special feature
just for this and similar prob-
lems. This feature is called
boilerplating. It allows you to
store parts of text and retrieve
them at any point within a
document.
With this aid, you can write
a letter to one person and use
parts of the same letter to write
to someone else. Both letters
will contain some identical text
(easily stored on a boilerplate). If
your relatives are in close com-
munication with each other, you
can compose other parts of the
letter to personalize the text for
each relative. Boilerplates also
come in handy for storing ad-
dresses, letterheads, and other
repetitive text.
Boilerplates are retrievable
through the use of embedded
commands within the text. Un-
fortunately, boilerplates cannot
be saved on disk or tape. The
ability to save boilerplates would
have made boilerplating a much
more valuable tool. It is possible
to edit boilerplates, but the
manual warns not to delete the
markers which delineate the
boilerplate from the rest of the
text.
Other embedded commands
include: centering text, tabbing,
right and left justification, mar-
gins, and page-end markers.
Special print commands provide
underlining, double-printed
characters, proportional spacing,
and a provision for changing the
number of lines per inch. There
are embedded commands which
will automatically stop the print-
er while printing, allowing the
user to insert text or change the
type font or pitch, and then con-
TRS-80 COLOR
OS I
AARDVARK
VIC-64 VIC-20
SINCLAIR TIMEX
QUEST - A NEW IDEA IN ADVENTURE
GAMES! Different from all the others.
Quest is played on a computer generated
map of Alesia. Your job is to gather men
and supplies bv combat, bargaining, explor-
ation of ruins and temples and outright
banditry. When your force is strong enough,
you attack the Citadel of Moorlock in a
life or death battle to the finish. Playable
in 2 to 5 hours, this one is different every
time. 16k TRS-80, TRS-80 Color, and Sin-
clair. 13K VIC-20. 514.95 each.
ADVENTURES!!!
These Adventures are written in BASIC, are
full featured, fast action, full plotted ad-
ventures that take 30-50 hours to play. (Ad-
ventures are interactive fantasies. It's like
reading a book except that you are the main
character as you give the computer com-
mands like "Look in the Coffin" and
"Light the torch.")
Adventures require 16k on TRSSO, TRS80
color, and Sinclair. They require 8k on OSI
and 13k on Vic-20. Derelict takes 12k on
OSI. $14.95 each.
ALSO FROM AARDVARK - This
TRS-80 Color and OSIl, business
CATERPILLAR
O.K., the Caterpillar does look a lot like a
Centipede. We have spiders, falling fleas,
monsters traipsing across the screen, poison
mushrooms, and a lot of other familiar
stuff. COLOR 80 requires 16k and Joy-
sticks. This is Edson's best game to date.
$19.95 for TRS 80 COLOR.
PROGRAMMERS!
SEE VOUR PROGRAM IN THIS SPACEIF
Aarduark traditionally pays the highest com-
missions in the industry and gives programs
the widest possible coverage. Quality is the
keyword. If your program is good and you
want it presented by the best, send it to
Aarduark.
ESCAPE FROM MARS
(by Rodger Olsenl
This ADVENTURE takes place on the RED
PLANET. You'll have to explore a Martian
city and deal with possibly hostile aliens to
survive this one. A good first adventure.
PYRAMID (by Rodger Olsen)
This is our most challenging ADVENTURE.
It is a treasure hunt in a pyramid full of
problems. Exciting and tough I
HAUNTED HOUSE (by Bob Anderson)
It's a real adventure— with ghosts and ghouls
and goblins and treasures and problems —
but it is for kids. Designed for the 8 to 12
year old population and those who haven't
tried Adventure before and want to start
out real easy.
DERELICT
(by Rodger Olsen Si Bob Anderson)
New winner in the toughest adventure from
Aardvark sweepstakes. This one takes place
on an alien ship that has been deserted for a
thousand years — and is still dangerous I
TUBE FRENZY
(by Dave Edson)
This Is an almost indescribably fast action
arcade game. It has fast action, an all new
concept in play, simple rules, and 63 levels
of difficulty. All machine code, requires
Joysticks. Another great game by Dave
Edson. TRS 80 COLOR ONLY. 16k and
Joysticks required. S19.95.
Please specify system on all orders
is only a partial list of what we carry. We have
programs, blank tapes and disks and hardware.
CATCH 'EM
(by Dave Edson)
One of our simplest, fastest, funnest, all
machine code arcade games. Raindrops and
an incredibe variety of other things come
falling down on your head. Use the Joy-
sticks to Catch'em. It's a BALLI — and a
flying saucerl — and a Flying Yl— and so
on. TRS SO COLOR. $19.95.
BASIC THAT ZOOOMMSI !
AT LAST AN AFFORDABLE COMPILER!
The compiler allows you to write your
programs in easy BASIC and then auto-
matically generates a machine code equiv-
alent that runs 50 to 160 times faster.
It does have some limitations. It takes at
least 8k of RAM to run the compiler and it
does only support a subset of BASIC^
about 20 commands including FOR, NEXT,
END,GOSUB,GOTO, IF.THEN, RETURN,
END, PRINT, STOP, USR (X), PEEK,
POKE, *,/,+, -, > , < ,-, VARIABLE
NAMES A-Z, SUBSCRIPTED VARIABLES,
and INTEGER NUMBERS FORM 0.64K.
TINY COMPILER is written in BASIC. It
generates native, relocatable 6502 or 6809
code. It comes with a 20-page manual and
can be modified or augmented by the user.
$24.95 on tape or disk for OSI, TRS-80
Color, or VIC.
a lot of other games (particularly for the
Send $1 .00 for our complete catalog.
^
AARDVARK - 80
2352 S. Commerce, Walled Lake, Ml 48088
(313)669-3110
Phone Orders Accepted 8:00 a.m. to 4:00 p.m. EST. Mon.-Fri.
9^
tinue printing the rest of the
document. Not all printers can
perform all the commands that
the Fox is capable of producing.
The manual provides a help-
ful guide so users can deal with
possible printer incompatribili-
ties. Most problems with printers
stem from the lack of standardi-
zation in printer control codes
and the inability of some printers
to accept some of the Fox's special
features.
The Quick Brown Fox is easy
to use and costs less than many
word processors with similar
features. 1 recommend it, espe-
cially for those users with limited
word processing experience, but
advanced word processing
needs.
Quick Brown Fox
548 Broadumy, Suite 4F
Nrw York. NY 10012
$65 (C64 or VlC-20) ©
Atari Data Perfect
Steve Steinberg
Data Perfect may well be the
most powerful data base
program to appear on the market
for the Atari computer to date.
Some of the things this program
does are truly remarkable. How
about, for example, flipping
through 96 full-screen name,
address and phone number files
in ten seconds - that's right, 96
full-screen "pages" in ten sec-
onds! In addition, the search
function is about the fastest I
have ever seen. But the pluses in
this generally first-rate program
make its one significant minus
all the more irritating. The
documentation is weak, and the
result is a good deal of confusion
and wasted time in trying to
create data bases.
This does not come as a
When You Buy Quality
AVAILABLE FOR
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TRS80V-VIII
VIC-20
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total surprise. LJK's other major
program, the word processor
Letter Perfect, has a similar weak-
ness. Even after experimenting
with Data Perfect for more than a
month, I find that while I love
the program's capabilities, I
dread having to learn the next
part of the package that I want
to use.
What makes this lapse par-
ticularly unfortunate with Data
Perfect is that once creating a
data base with the program is
mastered, using it is really quite
easy. It's what you could call a
"user-friendly" program with
"user-hostile" instructions!
But, at the moment, the
only real competition is the very
popular and widely acclaimed
File Mauager^SOO data base
program.
Working Well Together
Data Perfect is compatible with
LJK's Letter Perfect for the Atari,
which provides the capability of
generating form letters and
lengthy, complicated record
formats. I have experimented
with using Data Perfect and Letter
Perfect together and they work
like a charm.
Data Perfect can be used for
doing some mathematical calcu-
lations. It permits adding, sub-
tracting, dividing and multi-
plying various numerical fields,
and also can do logarithms, ex-
ponents, and square roots, all of
which are entered as formulas
into a data base. Data Perfect also
can provide totals and subtotals
of the various fields, both while
in the editing mode and while
using the program's record-
producing function. In addition,
Data Perfect can do global dele-
tions and additions when editing
files (entering one command to
change a field entry in every
record). The program also can
102 COMHm! April 1983
The Home
Accountant:
It can cover
your assets.
If you're concerned about your money, it's important
to know not only where your assets are but whether
they're working for you.
By tracking up to 200 different budget categories,*
5 different checking accounts and all the credit cards
you can carry,The Home Accountant will let you
know where you stand on any given day. It will even
print your checks, your net worth statements and
financial statements.
Additionally, full-scale color graphics of actual vs.
budgeted expenses give you an instant overview of
your financial condition.
The Home Accountant can save you enough time
and money to more than justify its cost. And the
experts agree:
•• Of the five [home financiixl] programs reviewed
hereTHE HOME ACCOUNTANT is the most thor-
ough and pow^erful. Considering how much it can
do, it's remarkably easy to use.««
— Sottalk, .Apple. April. 1982.
•4 Personal- finance programs, have for the most
part, a manual file system. Only THE HOME
ACCOUNTANT is fully automatic. •«
— Popular Science, December 1982.
44 The program itself does just about everything
you'd ask of a personal finance package. ••
— Popular Computing, November, 1982.
THE HOME ACCOUNTANT The #1 bestsell-
ing personal finance program in the world.
Available for: Apple II, IBiM
Personal Computer, Atari 400/
800, Osbome,TRS-80 Model III,
Commodore VIC 64.
*Ac-iual budget capacities wiU vary with each
computer
Continental
Software
A Division ot Arrays. Inc
Continental Software, 11223 South Hindry Ave.
Los Angeles, CA 90045, (213) 417-8031.
Tlif 1 Iiimi! AcciiUiilam Is a rtijutcicd tradf inark of CDilKncntal Software. Appk |] it
a rc0stc«i] Iratlcmark of .\ppk- CinnpuHT. liic IBM PcisuiiaJ Ci)in|Hiu-f i,s a icnistcrcd
IrailcmarkoflBMCnrp .Marn(HI/8l)(l arc reiintL-rcd trademarks of .\tari. Inf..
a division of Warner Communitalions. tnc Osborne is a resislered iradcmark
of Osborne Computer Qirp. TKS HI) Model 111 is a registered trademark of Tandy,
live, <:ommodoreVIC(>.i !.■; a rcBlstcrcd trademark of Commodore Uusine.s.s
Machines. Inc.
AREYOUA
SMART BUYER?
r $89.95 1
For ^09»9d this is a smart buy if you're Icmking for a place
to store your computer, peripherals, and accessories without
spending a fortune.
The CS 1632 computer storage
cabinets compact yet functional
design fits almost anywhere while
housing your computer monitor,
joysticks, software, books and
peripherals all for only $89.95.
The slide out shelf puts the
computer at the ri^t height and
position for easy comfortable
operation.
The fold up locking door keeps
unwanted fingers off the key
board when not in use.
To store joysticks just turn them
upside down and slide them into
the inverted storage rack.
Twist tabs on the back of center
lU BP^^' '^ panel allow for neat concealed
^■^^^ grouping of wires, while power
^ packs rest hidden behind center
panel on shelf
The slide out software tray has room for 14 cartridges or cassettes
and up to 30 diskettes. Most brands of software will fit between the
adjustable partitions with a convenient hook for the spare key at rear.
Stand fits Atari 400 & 800, Commodore 64 & VIC 20. Ti 99/4A
and TRS-80.
Cabinet dimensions overall 36" high x 33-7/8" wide x 16" deep.
Cabinet comes unassembled. Assembly requires only a screwdriver,
hammer, and a few minutes of your time.
Choice in simulated woodgrain, of warm golden oak or rich natural
walnut finish.
To order CS 1632, send $89.95 to;
RQ Box 446 V\test LknOR 97068
Ftione Ofders call, (503) 636-6888
HSTCCSystems
Name _
Address
Gty
.State
-Zip
Q Golden oak finish Q Natural walnut finish
□ My personal check, cashiers check or money order is enclosed,
n Bill my VISA* Exp. Dale
□ Bill my Mastercard # Exp. Date
Card Holders Signature
Iminediatc shipment if In stock. If personal check is sent, allow additional 2 weeks.
Prices subject 10 change. Shipment subject to availabilir/- Cabinet shijjped unassetnbteij in
2 cartons. Ships UPS fit, collect FOB Portland. ISiegon,
automatically enter the current
date in any file wherever
specified by the user.
Data Perfect has all the func-
tions one would expect of a qual-
ity data base. Fields can be added
or deleted from an existing data
base, columnar reports and mail-
ing list formats can be generated
and saved, and a variety of
search and editing options are
available. Data Perfect permits
only one data base per disk,
but this is not really a serious
disadvantage.
Safety First
1 ha\e always wanted a fairly
simple method for keeping track
of my stock portfolio - nothing
fancy, mind you, just stock
name, original purchase price,
number of shares and original
value and present purchase
■price, number of shares and
value. Data Perfect is indeed per-
fect for this kind of data base,
and also gives me a total of any
of these figures that 1 want.
When it came to saving mv
data base, however, 1 learned of
another unique feature of Data
Perfect - when saving a format,
the program forces you to create
a backup. This is certainly a good
practice anyway, but with one
disk drive it is a bit time con-
suming, since it is necessary to
go back and forth between your
source and backup disks, like
the "Duplicate Disk" function of
Atari DOS.
Sorts are accomplished the
same way - going back and forth
between your original and back-
up disks. When you have com-
pleted the sorting process, only
the backup disk contains the
sorted file. If it's a mailing list,
this means you now need to
turn your original into a backup
disk to have two copies of the
sorted data base.
The report-creating function
is one area where Data Perfect
really excels, but here again, the
documentation doesn't help as
much as it should. If you own
the Bit 3 board that gives your
1M COMPIIIB ADriH983
Atari 80-column capability, here
is an opportunity to use it, since
Data Perfect provides for an 80-
column display. Even with 40
columns, you can get a good
idea of what your finished pro-
duct will look like, since the pro-
gram provides for a horizontal
scroll of 80 columns. You can
also provide for a subtotal of any
figures at up to four points in
any report, plus a grand total.
Data Perfect's search function
is also unusually good. While
File McDin^er SOO is certainly com-
parable in the speed of single
criterion searches, when it comes
to using multiple criteria. Data
Perfect is far ahead in speed be-
cause of the difference in the
wav searches are initiated.
Some early copies of Data
Perfect (including one reviewer's
copy) had problems with data
dropouts during sorts and while
packing data bases. When we
called LJK about this, we were
told courteously to return the
disk for a new copy. The new
disk arrived within five days.
We were also told by LJK
that the company is aware of the
documentation problem and is
planning to put out a pamphlet
that, in effect, explains how to
use the manual.
Data Perfect is an outstanding
data base program for anyone
who is willing to take the trouble
to learn how to use it properly.
Data Per I eel
LjK £»ffc;);-;S£'-s
P.O. Box 10827
St. Louis, MO 63129
$99.95 C
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If you deal with computers, then Microtek hassomething
for you. Microtek is the time-proven industry standard
second source manufacturer for "microcomputer
peripherals. We offer an unparalled selection of
hardware and software support for your every need.
Microtek Computer Products for
Apple and Franklin Computers.
Hi-Resolution Graphics Parallel Printer Interface Card
with graphics features.
64K Spooler Buffer for Text, Block and Dot Addressable
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Both DUMPLINGS have Rotation, Inversion, Emphasized
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Editing for text and more than 2 dozen control codes for
text and graphics storage and output.
One version of each DUMPLING works with most ma[or
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BAM-16MM 16K Memory Card with MMS (includes
MOVE-DOS}.
MAGNUM-80 80 column Video Board
Q-DISC Self-contained 128K Disc Emulation.
Firmware for Self-Test, DOS facilities
and supplied with Visicalc Expansion
Software.
RAINBOW-256 RGB Driver with 256 colors.
RV-6nC 7 or 8 Bit Parallel Interface Card.
BAM-128 64K or 128K Memory supplied with
Visicalc Expansion Software.
The IBM P.O.
HAL-64, 128, 192, 256 Memory Expansion with and without
Parity.
The HAL Parallel Printer Cable.
Disc emulation and Printer Spooler Software for the HAL
series or ANY IBM compatible memory card.
Atari 400 & 800 Computers
AMB-16 16K Memory Cord.
AMB-32A 32K Slot Independent Memory Card.
ATC-P Parallel Printer Cable,
ATC-S Seriol or Modem Coble.
Commodore Products for the VIC-20
VIM-16 16K Memory Expansion Module.
VIM-8 8K Memory Expansion Module.
VIM-0 EPROM/RAM User Definable Module,
Miscellaneous
SCAMP SERIES-RS-232C Seriol Interfoce Cobles.
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MICROTEKina TWX. 910-335-1269
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Microtek is The Source!
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rirniiviri njtu'i
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Dumpling is a traderaofk of Microrefe Inc.
Apple is a regislered Irademorkot Apple Compute
iU^SBxtfa^lcE^Bjn|
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CP.'M !S o regisfered trcdeniafV^f D<g«tol Equip
Visi-Colc is 0 regisferfti IrodemaHi^oF Visi-Corp
lllllllilliill
^""""^^^
VIC
Practi-Calc
Emily Herman
One of the most popular
programs ever written for
microcomputers is VbiCalc. Since
I use VisiCak on my Apple 111 at
work, I was curious to see how
PractiCalc on the VIC would
measure up. 1 was surprised to
discover how similar the pro-
grams are, considering the dif-
ference in cost.
PractiCalc is a spreadsheet, a
matrix of rows and columns.
Data in the matrix can be ma-
nipulated for business reports
and records. A VIC with a 16K
upgrade has a 600-cell capacity;
a 24K upgrade has a 2000-ceIi
capacity. The location of each
cell is given by a letter for the
row and a number for the col-
umn. For example, AO is the top
left cell, BO is directly below it,
Al is to the right of AO. Each cell
in the matrix may contain either
a label or a value. The value can
be a number, the location of
another cell (and therefore the
same value as that cell), or a
formula.
The manual is clearly written
and well organized. It even has
notes to help the experienced
programmer modify the program
if desired. An example spread-
sheet is used as a step by step
introduction to most of the avail-
able features. These features arc:
erase contents of cell, clear entire
sheet, delete, insert or move a
row or column, format a ceil or
the entire sheet (numeric display
as decimal, $ mode (two decimal
places) or integer), change col-
umn width, 16 functions (ex.,
SUM, AVG, RND, trig func-
tions), load a previously con-
structed sheet from tape or disk,
save a newly constructed sheet
to tape or disk, print a sheet or
part of a sheet, sort rows, repli-
106 COMPUIE! ApriM983
cate cells, show amount of space
available, show cell contents and
calculate. The "fix titles" feature
allows horizontal or vertical
headings to be fixed so that, no
matter how far you scroll to the
side or down, the headings re-
main displayed on the screen.
You must designate the
number of rows and columns
(any multiple less than or equal
to 600 for 16K Upgrade) of your
matrix when you start the pro-
gram. It's worthwhile planning
carefully, before you begin, what
your maximum number of rows
and columns will be. It is impos-
sible to add more once you have
started. Also, it takes about three
and a half minutes to load the
spreadsheet from tape. If you
have several projects to work
on, begin with as large a spread-
sheet as possible. Then, when
you have finished one project
anci saved it, you can clear the
spreadsheet rather than reload
the program.
Added Options
The column widths are all the
same size (your choice with a
minimum of three). Again, plan-
ning ahead is in order as you
would probably want columns
as wide as or wider than your
largest number. Column widths
can be changed at any time; how-
ever, if you have included lines
of text, they will need to be re-
done if the column widths are
changed. Color contrast is used
to good advantage in the screen
display of the spreadsheet. The
odd columns are light blue, the
even columns are orange, and
the current cell is highlighted in
green.
Rows and columns can be
added (if you have not used your
maximum number) or deleted.
They can also be moved. How-
ever, formulas are not re-
referenced. For instance, sup-
VIC-20* OWNERS
A nnouncing the CB-2!
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• Special wave shaping circuitry makes a backup copy
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• Ca-2'5 Supiir Block Saver software and Interface card -
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CB-2 RE1;EIVES OUfl HIGHEST RATING1 "
CB-Z Ajsiimbfed $S9SS
A. The DalasjH(i-ZO expansion board is the cornerstone for
enpanding the VIC-20 to its manimum capabilities Unlike
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ctduilvf features
• Five slot, rptiry swilch selectable expansion boarrl
• Rotary swjtcfi allows control between computer cartridges
(memory expansjon. Programmer's Aid". Vic-Mon" and other
utilities} and gamecartricges
• Dataspan-20 allows slacking ot memory cartridges up !o 29K
in BASIC and WK in macJi me ia nguage
• Fully buttered by five hi-technolorjy integrated circuits They
help prevent ^italic operation and loss ol data common in
typical unbullered expansion boards and isolate ttie VIC'S"
micio-processor from accidental damage
• Highest giialily circuit board with gold contacts througboul
• Fused 10 protect the VIC-20* power supply
• Master reset Outton eliminates turning computer oft and on
• Auxiliary power supply.jackiand write protection on one slot
DATASPANKII S59.95
DATASPAN AssirmblEd S84.95
B. RAMraliJer
• Makes your 3K or Superexpander"
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• Recaptures your RAM tor BASIC and
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RAMralderKil S24.9S
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Kits lor Experienced Builder or)lyl
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"Trademark Commodore Bus Machines
C. flAMcltarger
• Turn your.Commodore 8K cartridge
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• Full address switcfiing capabilities.
• Sockets allow future EPflOM
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RAMittiirger Kit S3IJ5
Digital Interface Systems Co.
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(503) 295-5890
D. BREEZE MACHINE
• Extend the life ot your computer
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We welcome your calls lor more
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TERMS:
NoCOO Orders
Shipping and Handling 13.(11
VISA/I^ASTERCAFIO - Add 7/i .
Most orders shipped within 4? hours
[Persona] checks — allow 2 weeks I
pose cell C3 has the formula
AO + Al in it. If you then add a
column between 0 and 1, the cell
Al would become A2 but the
formula in C3 would still read
AO + Al. Again, careful planning
before you begin is in order.
As formulas are entered,
they are not calculated until "!"
is typed. This saves time. When
"!" is typed, all formulas entered
thus far are recalculated. There-
fore, if you have made correc-
tions or additions to your data or
formulas, these new values will
be used. The disadvantage to
this is that the more formulas
there are, the longer it takes to
recalculate. VisiCalc is a little
more sophisticated in this re-
spect. It has a manual mode
which performs calculations
only on the current cell.
To experiment with Prac-
tiCalc, I set up my financial re-
cords. My sheet was 30 x 30. The
first column had the months of
the year; the remaining columns
had a heading for each area
under which money either comes
in or goes out during the year. I
then entered the data. Using the
SUM function, I typed in the
formula to total salary income.
Next, I replicated this formula to
get the totals for all the other
columns. I tried out several of
the other functions, AVG, MAX,
MIN. Each time, I entered the
first formula, replicated it across
all the other columns (one step),
and then recalculated. The last
one took about 15 seconds to
replicate and recalculate. By this
time there were over 100 for-
mulas to recalculate.
Overall, I was very im-
pressed with PmctiCalc. It could
be very useful to a small com-
pany or for keeping home re-
cords. At $35 it is certainly a
bargain.
PractiCalc
Compidcr Software Associiitc^
50 Teal Drizv
Randolph, MA 0236S
$35 cassette ©
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Computer SAT
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II Plus: n TflS-BO Mo()el I
Please add S 00 tor bandling (UPS *i«ry guaranteed! Please
add applicable siare and local sales tax (Institutions must send
purchase order 10 be billed ) Offer restikrted I0 Continental (ISA and
Canada
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nTbelBMCOMPUTEHSAT'
'Z Trie Educators Edition Package '■
J395 00 ea
W-83
"SK.»E?»ferr"--- "*«"^";s».»«»»''«Si
nlm Forth csflridge. «/\3r -gironics ^" ^p BRANDS W »- oisc^asher
--- ^NO JUST SOME OF THE^« «sk, -- ,^,„, s.u.
r.i..rs • -";v.fe^s^ii
^^ Alspa Computer, Inc.
The price- performance leader IncluOes Z80A 1 or 2 lull 8"
drives (double density, double sided), 3 serial and I parallel
pol. and winchesier port Prices start at less Ihan S2000
DEALER arxJ OEM inquiries invited
SPECIALS an tNTREGATED CIRCUITS
6502 745 to,' 695 50/6 55 100/615
6502A/65t2A 840 10/795 50/735 100/690
6520PIA 515 10/4,90 50/4 45 100/4 15
6522 VIA 645 10/6,10 50/5 75 100/S.45
6532 790 10/740 50/700 100/6 60
21 14-1^00 2.45 25/230 100/2 15
2716EPROM 450 5/4.50 10/4 00
2532EPR0M 790 5/745 10/6 90
6116 2KX8CM0SRAM 790 5/745 10/690
41t6RAM 8lo*14
Zero Insertigri Force 24 pin SockelJScanbe) 2 00
w • • »l
Anchor Automation Signalman Modems
FREE SOURCE MEMBERSHIP WITH SIGNALMAN
Alt Stgnalmar Modems are Direct Conned, and include cables
[0 connect to your computet and to Ihe leleptjone Signalman
Modems provide tbe t»st puce- performance values and stan
at less than St DO. Dcilir iid DEM iiqniriis initett
Mark I RS232
Mark II for Alan 850
Mark IV (or CBM/PET with software
Mark V lor Osborne (software availablel
Mark VI for IBM Personal Computer
Mark Vlt Auto Dial/Auto Answer
Mark VIII Bell 21 2 Auto Dial/Answer
DC HAYES Smrtmoitein 729
DC Hayes S man modem 1200 545
HSZ32 MODEM — CCin frequtncles 175
We carry Apple 11+ from
Bell & Howell
I6K RAH Card \^i«^ (or Apple
65
Apple LOGO
150
Video Recorder Interface
545
Super Serial Card
149
Thunderclock Plus
119
Z80 Softcard and CP/M (MicrosoftI
235
Parallel Printer Interface/Cable
80
Grappler Interface
139
TG Products Joystick for Apple
48
TG Paddles
32
DC Hayes Micromodem II
299
Videx BO Column Card
259
Hayden Softwire tor A(i|)l( 20% OFF
Silentype Printer and Card
310
Graptiics Table! and Card
645
Apple PASCAL Language
195
Apple FORTRAN
160
We stock EDUWARE Software
GENIS 1 Courseware Development System
145
Unicom Grade Reporting or School Inventory
2bU
Executive Briefing System with fonts
225
Apple Dumpling (Microtek) Printer Interface
IIS
Apple Dumpling with I6K Bulfer
160
PIE Writer WonI Processor
12U
B commodore
See us for Personal Business,
and Educational requirements.
Educational Discounts available.
PETSCAN $245 base price
Allows you 10 connect up to 35 CBIkl/PET Computers to
shared disk drives and printers. Completely transparent to the
user. Perfect for schools or multiple word processing corv
figurations Base configuration supports 2 computers. Addi-
tional computer hookups Si 00 each
Commodore COMMUNICATES!
COMPACK
$
Intelligeni Terminal Package includes
ACIA hardware based interface: DB25 Cable and STOP Soft-
ware with remote telemetry transfer to/from disk, printer out-
put. XON-XOFF control user program conuol. and status
line
VE-2IEEEtoParalfeJlnterfac8 119
Includes case, power supply, full 8-bit transmission, and
switch selectable character conversion to ASCII
VIC 20 Prwlucts
VIC Sargon II Chess
32
VIC f^odem
93
ViC GORF
32
VIC RAM Cards in stock
Meteor Run lUMll
39
VIC SupefExpander 53
Vanilla PILOT
27
VIC 16KRAM
95
Amok (UMI)
20
Tiigm EMI Ssltwiit
Snakman
15
HES Sulhtan
Rubik's Cube
13
VIC Omega Race
32
Programmers Reference
15
Spiders ol IVIars (UMIj
39
Renaissance (Uf^l)
39
Programmers Aid 4 5
VIC Adventure Series
VICTOflr Sottwsne for VIC mil CB4
Street Sweepers
12
Ma2ein3-D
12
Night Rcer
11
Cosmic Debris
12
Treasures of Bat Cave
12
Grave Robbers Advenl
11
Games Pack 1
12
Games Pack II
12
Victory Casino
8
Adventure Pack 1
12
Adventure Pack II
12
Trek
11
Commodore 64 programmers Reference Guide
Computel's First Book of PET/CBIW
POWER ROM Utilities tar PET/CBM
WordPro 3-t- - 32K CBM. disk, printer
WonlPro 3-f/64
WordPro4-»- ■ 8032 disk, printer
SPELLMASTER spelling checker \w WgrdPro
VISICALC for PET. ATARI, or Apple
PETRAX PET to Epson Graphics Soltivirt
SM-KITenbincetl PET/CBM ROM Utilities
Programmers Toolkit ■ PET ROM Utilities
PET Spacemakei II ROM Switch
2 Meter PET to IEEE or IEEE to IEEE Cable
Dust Cover for PET, CBM. 4040 or 8050
VIC or C64 Parallel Printer Interface
CmC IEEE-RS232 Printer Inlerface— PET
SADI Intelligent 1EEE-RS232 or parallel
ZRAM ■ CBM 64 K RAM, 280. CP/M
Programming the PET/CB M (Computell — B, West
ComputfJ First Bock of VIC
Whole PET Catalog |Mldnl||ht Gazette)
Color Chart Video Board for PET
PET Fun and Games (Cursori _ _
REVERSAL (Spracklen) Apple or Atari
SARGONII- Apple Of TRS-aO
Apple II User's Guide (Osborne)
Introduction to Pascal (Sybex)
Pascal Handbook (Sybex)
Musical Applications of Micros (Chamberlin)
Starting FORTH
Discover FORTH
User Guide to the Unix System
6502 Assembly Language Subroutines
PET Fun and Games
KAMIKAZE (Hayden Software-Applel
15
11
78
195
300
170
190
40
40
35
36
40
8
79
120
235
550
ZD
11
B
125
11
25
26
12
13
18
20
14
12
13
11
9
28
DISK
SPECIALS
Scotch (3M) 5" ss/dd
Scotch (3M1 5" ds/dd
Scotch (3M1 8" ss/Sd
Scotch (3M1 8" ss/dd
10/2.25 50/210 100/2.05
10/3.15 50/290 100/2.85
10/2.40 50/2.20 100/215
to/ 295 50/2 70 100/265
We Stock VERBATIM DISKS
Write for Dealer and OEM prices.
BASF 5" or 8" 10/2,00 20/195 100/1.85
NEW BASF Qualimetric Disks also in stock.
Wabash 5"SS/Sd 10/180 50/175 100/1.70
Wabash 5" a/dd 10/200 50/ 1 95 100/ 1,90
Wabash 8" SS/Sd 10/200 50/ 1 95 100/ 1 90
We stock MAXELL DISKS
Write for dealer and OEM prices.
Disk Storage Pages 10 for S5 Hub Rings 50 for 85
Disk Library Cases 8"— 3.00 5"— 225
Head Cleanng Kits 11
CASSETTES— AGFA PE-611 PREMIUM
High outpoL
low noise. 5 screw housings
C-10
10/ .61 50/58
100/ .50
C-30
10/ .85 50/82
100/70
SPECIALS
Zenith ZVI^- 1 2 1 G reen Phosphor Monitor 109
VOICE BOX Speech Synthesizer (Apple of Alaril
Many printers available (Star, Brother, OKI. etc)
We Stock AM DEK Monitors
Walanabe Irtelligent Plotter t095 6-pen 1395
ISOBAR 4 Outlet Surge Svprttsor/Nalse Filttr 49
We stock Eli;ctrohome Monitors
dBASE II 390
Panasonic TR-120M1 PI 2" Monitor (20 MHzl
Panasonic CT-t60 Dual Mode Color Monitor
Franklin Computers - special system price
Hewlett Packard Calculators available
149
285
USI Video MonltOT$-Gre(n or AMBER 20 MHz hi-m.
Oealer anil OEM inquiries Iniflted
ALL BOOK and SOmVARE PRICES DISCOUNTED
A P Product! 15% OFF
Synertek SYM-I Microcamputer SALE 189
KTM-2/80 Synenek Video and Keyboard 349
^Mim I data
I systems
Zl 9 Video Tiimmal f VT-5 2 compal iblel 695
ZT-I IntelligentCotnniunicatJonsTemiinal 479
Z1 00 16-biV8-bit System CALL
We stock entire Zenith line.
ATARP
SPECIALS
800 Computer
40C-16K
810 Disk Drive
Ttiom EMI Sollwire
850 Interface
Inside Atari DOS
Joysticks or Paddies
l^icroiek RAM Cards
EiluFun Soflmrc
Pilot
Super Breakout
APX Software
525
269
440
170
18
19
65
29
Call
MiCTOSoft BASIC
MISSILE COMMANO
ASTEIIOIDS
STAR RAIDERS
Space Invaders
Atail Gfiph IComputeJI
Caverns of Mars
PAC-MAN
CEMTIPEDE
First Book ol Atari
hwim Modem— Abri
other Atari products
72
29
29
34
29
II
33
36
35
11
85
Call
252 Bethlehem Pike
Colmar, PA 18915
21 5-822-7727
A B Computers
WRITE FOR CATALOG
Add S 1 .25 per oriJer for shi pping. We pay balance of LI PS surface
cfiarges on all prepaid orders. Prices listed are on cash tJiscouni
tjasis Regular prices slightly higher Prices subject lo change
KMMM Psscil for PET/CBM
$85
A subset of standard Pascal with sKtensions.
- Macliine languaQe Pascal Source Editor wiUi cursor
oriented window rtnCe
- Macliirje Language P-Code Compiler
- P-Code to macfiine language translator tor optimized
object code
- Run-time package
- Floating point capability
- Uset manuai and sample programs
Requires 32 K Please specify configuration.
EAiirforTEndis^kllirbw^d)" $65
Eiltir. AuunUir, Rittntir, Uiktr
Generates relocatable object code using MOS Technology
mnemonics. Disk file input (can edit tiles larger than
memory). Links .multiple object programs as one memory
toad bsting output to screen or printer. Enhanced editor
opiates in Sottt command mode and cursor orismed
"window" modt
RAM/ROM
for PET/CBM
4K or 8K bytas of soft ROM with optional
battery backup.
RAM/ROf^ is compatible with any large keyboard machine.
Plugs into one of the ROM sockets abrwe screen memory to
give you switch selected write protectable HAM.
Use RAM/ROM as a software development tool to store data
or machine code beyond the nofmal BASIC range Use
RAHfl/ROIkl TO LOAD A ROM image where you have possible
conflicis with more than one ROM requiring the same socket.
Possible applications include machine language sort (such as
SUPERSORT), universal wedge, Extramon, etc.
RAM/ROM -4K $75
RAM/ROM - 8K 90
Battery Backup Option 20
SUBSORT by James Strasma $35
Subsort IS an excellent general purpose mactiirK Isnguage
sort routine lor PET/CBM computers. Sorts both one and two
dimensioned arrays at lightning speert in either ascending or
descending order. Other fields can be subsorted when a match
IS lound. and fields need not be in any special order. Son arrays
may be specified by name, and fields are random length.
Allows sorting by bit to provide 8 categories per byte. The
routine works with all PET BASICS, adjusts to any memory
size, and can co-exist with other programs in high memory.
SuperGraphics 2.0
NEW Version with TURTLE GRAPHICS
SuperGraphics, by John Fluharty, provides a 4k machine
language extension which adds 35 lull featured commands to
Commodore BASIC to allow last and easy plotting and
manipulation of graphics on the PET/CBM video display, as
well as SOUND Commands. Animations which previously
were loo slow or impossible without machine language
subroutines now can be programmed directly in BASIC. Move
blocks (or rocketships, etc ),or entire areas of the screen wilha
single, easy to use BASIC command Scroll any portion ol the
screen up, down, left, or right Turn on or oft any of the 4000
(8000 on 8032} screen pixels with a single BASIC command-
in high resolution mode, draw vertical, horizontal, and diagonal
lines. Draw a box. fill a twx, and move it around on the screen
with easy to use BASIC commands. Plol curves using either
rectarsgular or polar co-ordinates (great (or Algebra. Geomet,7
and Trig classes.)
TliB SOU N D commands allow you to initiate a noteor series
of notes (or even several songs) from BASIC, and then play
them in the background mode without interfenng with your
BASIC program. Ttiis allows your program to run at full speed
with simultaneous graphics and music.
Seven new TURTLE commands open up a whole new
dimension m graphics. Place the TURTLE anywhere on the
saeen. set his DIRECTION, turn him LEFT or RIGHT move
him FORWARD, raise or lower his plotting pen. even Hip the
pen over to erase. Turtle commands use angles measured in
degrees, not radians, so even elemenlary school children can
create fantastic graphic displays.
Specify machine model (and size), ROM type (BASIC 3 or 4)
SuperGraphics in ROM S45
Volume discounts available on ROM version for schools
NEW
VERSION II
fir PET/CIH Umntin
FLEX-FILE is aset of flexiWe. fnendly programs lo altowyou lo
set up and maintain a dala base, includes versatile Report
Writer and Mail Label routines, and documenlalion for pro-
grammers to use Data Base routines as part of other pro-
gram sl
tlltNDOM tCCESS DATA BASE
Record size limit is 256 characters. Tlie number of records per
disk IS limited only by record size and free space on the disk.
File maintenance lets you step forward or backward through a
(i le. add. delete, of change a record, go lo a numbered record, or
(ind a record by specified Held (or partial field). Field lengths
may vary to allow maximum information packing Both sub-
totals and sorting may be nested up to 5 fields deep. Any field
may be specif led as a key. Sequential file input and output as
well as file output in WordPro and PaperMale format is suppor-
ted- Record size, fields per record, and order ol fields may be
changed easily.
MAfUNB UBELS
Typical mail records may be packed 3000 per disk on B050
|f400on4040|.Labels may be pnnted any number wide, and
may begin in anycolumn positwa TTwre is no limit on the num-
ber or order of fields on a label, and complete record selection
via type code or field condition is supported.
REFOnT WRITER
Flexible printing format inclixiinp field placement decimal
justification and rounding. Define any column as a series of
math or trig functions performed on other columns, and pass
results such as mnning total from row to row. Totals, nested
subtotals, and averages supported. Complete record selection,
including field within range, pattern matcti and k)gicat func-
tions can be specified-
FLEX-FILE II by Michael Riley $110
Please specify equipment configuration when ordering
$40
DISK I.CU.
Inteittiie Cire Unll by LC. Cirgile
CDMPLETI DISK RECOVERY SYSTEM FDR CBM DIIIVES
- edit disk blocks with ease
- duplicate disks, skipping over bad blocks
- complete diagnostic faciliiies
- un-scratch scratched files
- check and correct scrambled files
■ recover improperly closed files
- extensive treatment of relative files
- optional output to IEEE488 printer
- comprehensive user manual (an excellent tutorial on disk
operation and theory).
Furnished on copy-protected disk with manual
Backup disk available, 510 additional
PROGRAM YOUR OWN EPROMS $75
Branding Iron EPROM Piogrammer for PET'CBM software for
all ROM versions Includes all hardware and software to pro-
gram or copy 271 6 and 2533 EPROMs
PORTMAKEROUALRSZaZ SERIAL PORT $63
Two ports with full bipolar RS232 buflering Baud rales from
300 to 4800 For PET/CBM, AIM, SYM
Commmlore G4
Htiiiter-Kltlcr - Commailiire 64
15
• authentic naval warfare game (complete with sonar)
Submanne Warfare (Clockwork Computers)
29
WordPro 3-F/B4
75
Vanilla PILOT with Turtle Graphics
27
- also includes sound. Toolkit, joystick support
Commodore 64 Programmer Reference Guide
f5
C64 lo Parallel Printer Interface
79
CCI Submarine Warfare
24
Laser Command
15
VICTDRT Sofmrt for Cmmim 64 In stock
FORTH for C64
5(1
Adventure Pack 1 (Victory Software)
12
Advenlure Pack II (Victory Software)
12
Grave RoBliers (Victory Soltwarel
12
252 Bethlehem Pike*
Colmar, PA 18915
215-822-7727
A B Computers
FORTH for PET
BY LC. Cargile and Michael Riley $50
Features include:
full FIG FORTH modef
all FORTH 79 STANDARD extensions.
structured 6502 Assembler with nested deciskm
making macros
full screen editing {same as when programming in
BASIC).
auto repeat key.
sample programs-
standard size screens (16 lines by 64 charactersl.
150 screens per diskette on 4040. 480 screens on
8050
introductory manual,
reference manual
Runs on any 16K or 32K PET/CBf^ (including 8032) with
ROM 3 or 4, and CBM disk drive Please specify configuration
when ordering.
Mcta<:om|iiler tor FORTH $30
Simple metacompiler for creating compacted object code
which can be executed independently (withoul the FORTH
system).
PaperMate
60 COMMAND
WORD
PROCESSOR
by Michael Riley
Paper-Mate is a fulhfeafured word processor lor CBM/PET
by Michael Riley Paper-Mate incorporates 60 commands to
give yoo full screen editing with graphics for all 16K or32K
machines (including 8032). all printers, and disk or tape drives.
Many additional ISatures are available (including most capa-
bilities of Professional Software's WordPro 3).
For writing texL Paper-Mate has a delinable keyboard so
you can use with either Business or Graphics machines. Shift
kick on letters only, or use keyboard shift lock. All keys
repeal
Paper-Mate text editing includes floating cursor, scroll up or
down, page forward or bacK Sod repealing insert and delete
keys text block handling includes transfer, delete append,
save, load, and insert
All formatting commands are imbedded m text for complete
conlroL Commands include margin contrcf and release, column
adjust 9 lab settings, variable line spacing, justify text, center
text and auto print form letter (variable bkx:k|. Files can be
linked so that one command prints an entire manuscript Auto
page, page headers, page numbers, pause at end of page, and
hyphenation pauses are included-
Unlike most word processors. CBM graphics as well as text
can be used Paper-Mate can send any ASCII code over any
secondary address to any printer
Paper-Mate functions with ail CBM/PET machines with at
least f6K. with any type of printer, and with erther cassette
or disk
To order Paper-Mate, please specify machine aod RDM type.
Paper-Male (disk or tape) for PET, CBM, VIC, C64 S40
SM-KIT lor PET/CBM $40
Enhanced ROM based ulilities lor BASIC 4 Includes both pro-
gramming aids and_disk handling commands
CBM Softwire
BASIC INTERPRETEI) for CBM B09E $200
PEOISK II SysleiTis fmm zqn Microtech anilable.
FILEX IBM 3741/2 Data Exchange Sottwart anilable,
JINSAM Data Base Management System lor CBM.
COPY-WRITER Weni Processor lor PET/CBM SI 59
CASH MANAGEMENT SYSTEM S45
Petspeed BASIC Compiler 225
Integer BASIC Compiler 110
C MAR Hecord Handler tID
UCSD Pascal (without board) 135
Wordcratt 80 or 8096 265
BPI Accounting Modules 280
Professional Tax Prep System 575
ASERT Data Base 375
Dow Jones Pontolio Management 110
Assembler Development 80
WRITE FOR CATALOG
.Add S1 .25 per order for shipping. We pay balance of UPS surface
charges on all prepaid orders. Prces listed are on cash discount
basis. Regular prices slightly higher. Prices subject to change.
Paperclip
Word Processor For PET/CBM
Louis F. Sander
PaperCUp is a full-featured word
processor for the PET/CBM with
BASIC 4.0, 32K of memory, and
Commodore disk drive. Another
version, substantially the same,
is available for the Commodore
64, although this version was
not reviewed. The PET/CBM
version of PaperCUp includes a
single diskette, a 112-page man-
ual, and a ROM chip which must
be installed before the program
will work. The package includes
a registration card, but nothing
is said about the availability or
price of future updates.
Documentation
The manual is well-written,
thorough, and nicely con-
structed, and describes PaperCUp
in a better than adequate, but
somewhat short of excellent way.
It is written for people with at
least an intermediate level of
computer knowledge and ex-
perience, and office-oriented
users may find it hard to use at
first. For example, it includes
few illustrative examples of any-
thing except simple text editing,
and no detailed information on
inserting the ROM or backing
up the master diskette. The
dealer could of course provide
information on these subjects.
Those who like colorful cov-
ers and strong, black printing on
heavy paper stock will find much
to appreciate here. Overall, the
book is well-made.
When I opened my manual,
I thought I was in for another
"awful computer manual" ex-
perience, but fortunately that
did not materialize. In general,
the manual is logically or-
ganized, with simple matters
covered first and advanced topics
110 COMPUn! AorilWSS
left until last. There is a well-
done errata/addenda sheet
accompanying the manual. The
absence of an index, however, is
a shortcoming - this program
has 106 control functions and 41
formatting directives, but there
is no fast way to find where they
are covered in the text.
A Flexible Word
Processor
PaperCUp is a very powerful word
processor, with so many features
that most people will need only
a fraction of them. Its text editing
features are nicely constructed,
with PET's cursor control keys
being used wherever possible.
The OFF/RVS key is used as a
CONTROL key for initiating the
more complicated commands.
(The Commodore 64 version
uses the C-64's actual CONTROL
key.) There are so many of these
that I felt a real need for stick-on
key labels to help me find them.
As with most word proces-
sors, you can correct text on the
screen, and move it easily from
place to place. PaperCUp offers
two ways of moving: any number
of complete screen hnes, or any
part of a paragraph. The insert
mode lets you set the mode,
then just begin typing, without
having to pay attention to the
length of the insertion; this is an
improvement over other word
processors I have seen.
Some other PaperCUp fea-
tures not found in all word pro-
cessors are:
• One keystroke can put the
cursor at end of text.
• Text can be saved to tape as
well as to disk.
• When saving text, the line
number being saved appears on
the screen, as a handy indicator
of progress or trouble.
• While the disk directory is on
the screen, any text file can be
loaded just by moving the cursor
to its directory entry.
• A Table of Contents mode lets
you flag text items for automatic
inclusion in a printed Table of
Contents.
• Text searching has a "wild
card" mode.
• Numeric mode allows easy
alignments of decimal points in
columns of figures.
• Horizontal scrolling allows
screen lines to be wider than the
screen itself, simplifying pro-
duction of wide documents.
• Column manipulation mode
allows powerful moving, add-
ing, and sorting of anything
printed in columns. This mode
seems to have been well thought
out, and will be invaluable
to those whose work includes
columnar data. It is not as
powerful as a good spreadsheet
program, but it provides more
than enough power for elemen-
tary applications.
• The program supports a wide
range of printers and claims (un-
documented) to be able to sup-
port even more, using a custom
printer setup file.
No brief review can detail
all the features of any powerful
program, and this one is no ex-
ception. The list above shows
that PaperCUp has a lot of power.
Overall, PaperCUp is a very
good word processor with a
pretty good manual. It includes
most of the features found in
other v.'ord processors and has
some excellent, uncommon fea-
tures of its own. The manual is
complete.
PaperCUp
Batteries Induded
71 McCaul Street
Toronto, Ontario
Canada M5T 2X1
$125 ©
Announcing ... THE WHOLE PET CATALOG
A two year compendium of the Midnite Software Gazette and other resources for
users of Commodore, CBM, PET, and VIC computers.
The Whole PET Catalog contains:
• Over 500 independent reviews of commercial products.
• Over 700 education programs reviewed & organized by course.
• Over 200 reviews of free games.
• Information on over 1 ,800 free programs.
• Information about dozens of PET and VIC user groups.
• Many pages of hints and helps for all Commodore users.
• "Commodore's Family Tree", by Jim Butterfield.
• Completely reorganized and greatly expanded edition.
• Typeset and printed full-size on bond paper.
• In all, 320 pages of useful information.
If you've seen Midnite before, directly or reprinted in the TorPET newsletter, here it is, complete in
one volume, completely reorganized for easy reference, and greatly expanded with new information
from members of the Toronto PET Users' Group.
"I still use my copy of The Best of the PET Gazette regularly. It was a
treasure trove of information, and a great bargain for $1 0 three years ago. I
hope you'll feel the same way about my Whole PET Catalog someday.
Considering that it's three times as long, completely organized by topic,
printed on bond paper instead of newsprint, typeset instead of dot matrix
printed, bound instead of stapled, and still only $1 0, in spite of inflation, I'm
sure you will." —Jim Strasma, Contributing Editor, Micro
Whole PET
Catalog
$8
2158227727 A B Computers
WRITE FOR CATALOG '
Add SI 25 per ofder far shipping We pay balance of UPS surface
charges ortalt prepaid orders Prices listed are on castiiSseount
iBsis Requfar prices slightly tiigher Puces sutiSct to cFfange,
^'
ifi^''
<4»
COMPUTEPs
First Book Of VIC
The newest title in COMPUTERS First Book series...
0\ir First Book of VIC contains the "best of our VIC articles and applications
published since the summer of 1981. In one convenient spiral bound volume,
you'll find approximately 200 pages of information.
□ Chapter 1: Getting Started Q Chapter 4: Color and Graphics
□ Chapter 8: Diversions - Recreation □ Chapter B: Maps and Specifications
and Education q Chapter 6: Machine Language
n Chapter 3: Programming Techniques
In addition to material previously puhlished in COMPUTE!, several of the articles
and programs including a screen print program, append, tutorials on screen
formatting and keyboard input and others, are being published for the first time.
Order your copy of COMPUTEl's First Book Of VIC today by calling TOLL FREE:
800-334-0868
In NC CaU 9 1 9-378-9809
SlS.95 plus ftS shipping and liandling. MasterCard; Visa, and Ajnerlcan. Express accepted, or
ser^dyour clieck or money order to: COMPUTE! Books, P.O. Box 6406, Green.3boro, NC S7403.
US funds only. Foreign order add $5 for air mail, $S for surface delivery.
Silicon Office
Richard Mansfield, Senior Editor
Two of the main uses for com-
puters in offices - word process-
ing and data base management -
are combined in Silicon Office, an
impressive business software
package, now available in the
United States. It is written en-
tirely in machine language and
uses up 54K bytes. Because it is
so large, it will only work on an
8032 PET which has been ex-
panded via 64K additional RAM
memory. This unit is sometimes
called the CBM 8096. The 8096
can be purchased from dealers
or a memory board can be added
to an ordinary CBM 8032 in about
five minutes.
There are versions of the
program for the 8050 disk drive
and for the Commodore 9060 or
9090 hard disk. Because the soft-
ware takes up so much of the
computer's RAM, the disk is
accessed frequently and its use
is automatic and safeguarded
against loss of information. The
program is well designed in sev-
eral ways, not least of which is
the protection it offers against
I/O (input/output) disasters.
The built-in word processor
supports all the necessary fea-
tures for generating text docu-
ments. You can work with lines
varying from 20 up to 125 char-
acters in length. The convenience
of the CBM cursor control keys
is retained and even expanded.
For example, the screen can only
display lines up to 80 characters,
but if you cursor to the left or
right side, the document in-
stantly adjusts itself to reveal
any hidden text. If you have
experience on WordPro or other
advanced word processors, the
functions of the Silicon Office
word processor are easy to learn.
It can also make arithmetic cal-
culations during printout and
works hand in hand with the
other capabilities of Silicon Office.
112 COMPUTl! April 1983
PET
The data base is directly available
to the word processor.
Data Base Programming
Unlike other data base programs,
you have significant control over
the behavior of Silicon Office.
There is a built-in language for
data manipulation, filing, ac-
counting, word processing, and
system control. It contains over
30 commands such as "Prior
Record" which can be used either
directly or from within a program
(much like BASIC). There are an
additional 25 words for word
processing. If you type Edit Pro-
gram (or "EP," each command
has a short form), the screen
displays a format in which you
type line numbers, commands,
and arguments. Whenever you
type GO, the program currently
in memory will take control and
can calculate, print documents
or reports, update or rearrange
files, and so forth. Above all,
this facility makes it easy to cus-
tomize Silicon Office, to make it
efficient and responsive to your
needs.
Programs, text formats, and
file formats can all be created on
screen, saved or recalled from
disk, and linked to one another
within programs.
Automatic Sorts
The data base is relational. You
can create interactions between
up to six completely separate
files. In addition, you can expand
the size of records (in characters)
from the normal 256 by linking
records together. Records are
easily created on screen, can be
of varying length, and can work
together in as simple or as com-
plex a fashion as your needs
dictate. Silicon Office manages to
combine great flexibility with
ease of use. That's a difficult
marriage to arrange as anyone
who's written a complicated
program will attest. Silicon Office
is one of the most impressive
pieces of software I've seen.
Sorting records is one of the
essential tasks of a data base.
First-time users of Silicon Office
might look for a Sort command.
There isn't one. Records are
sorted as you enter them. If you've
typed in 100 names and addres-
ses, they can be accessed either
by record number (the order in
which thev were entered) or in
sorted order. An equally impres-
sive, very fast search command
will fly through a file looking for
a match.
How fast is Silicon Office
in general? It's quick where it
needs to be. If you are using a 50
characters per second printer
with some memory of its own,
vou can enter invoice data for
each record and the invoices will
print out continuously. Silicon
Office v\?ill not slow things up.
It is slow to accomplish some
relatively rare functions. For
example, if you decide to merge
two large files, you might want
to give it several hours and that
could mean letting it merge after
working hours. In general, how-
ever, the program is quick,
efficient, and flexible. Silicon
Office's documentation is excel-
lent, too. Two well-written books
accompany the product: a Train-
ing Guide and a Reference Guide.
Communications capabil-
ities are built in. Silicon Office can
talk to other Silicon Offices across
the room or thousands of niiles
distant, through a modem. This
feature, too, benefits from the
interactivity which characterizes
all aspects of the program. All in
all, this is an outstanding product
which deserves serious consid-
eration when small- to medium-
sized businesses decide it's time
to automate the office.
Silicon Office
Advanced Integrated Development
5901 John Martin Drive
Suite 140
Minneapolis, MN 55430
(612>561-1645
S999 @
BATTERIES
II ILjL.ULJtLJ village by the grange. 71 mccaul St. (f6)toronto m5t 2x1 telephone 596-1405
ARBITER 1.4 MULTI-USER DISK SYSTEM FOR COMMODORE 4.0 COMPUTERS
OVER THREE HUNDRED IN USE ACROSS ONTARIO
Since September 1981 BATTERIES INCLUDED has been installing the ARBITER system In classrooms of Commodore BASIC 4.0
computers. The computers are connected to CBlvl Disk Drives and printers. All users have access to all disk drives and printers plus a host of
commands to make this system configuration really usable!
THE ARBITER 1.4 SYSTEM IS READY TO GO!
FEATURES
1) Easy installation. ^^ ^^ r\f>
2) Uses no RAM or Utility Sockels. S^ F ^\Q0
3) Up to 32 computers in one system. I ^^« 1
4) System self initializes on power up. 1 ^^ %^ P®'' Linit
5) Operation is completely transparent to the user.
6) Extended commands allow a friendly multi-user environment.
7) System design virtually eliminates interleaved printer output.
SPECIAL COMMANDS
(:• S - Allows Students to protect files witti a five character password . A ttiree cfiaracter user ID is forced into the file name.
I'l L- Allows the students to load protected files if the password code is known.
LISTC-Used to produce program listings with a Commodore printer. Clumsy OPEN. CMD. LIST. PRINT#. CLOSE sequence not needed. It over-
comes the listing problems found on other multi-user hardware systems.
LISTP- Used 10 get program listings on systems which have an ASCII pnnter The cursor control characters are expanded and displayed in brackets,
eg, *t)ome>
ALL FILE TYPES ARE SUPPORTED - During relative or sequential file access a delay has been built in so the computer will retain control of the system
until the file is closed.
TEACHER UTILITY -A utility is supplied on disk to allow the teacher to produce a hardcopy listing and output from any of the protected or unprotected
files selected. Once the files are chosen from the disk direclory the teacher may do other tasks while the lOb is completed
IF YOUR CLASSROOM WAS DESIGNED TO TEACH COMPUTER LITERACY OR
STRUCTURED BASIC THEN THIS SYSTEM WAS DESIGNED FOR YOU.
Arbiter and Arbiter t .4 are copyrights of Batteries Included.
COMMODORE USERS
Join the largest, active Commodore
users group in North America and get—
— Accessto club library of over
3000 free programs.
— Informative club newsletter.
— The latest information about
the PET, CBM, VIC, Super-
PET and Commodore-64.
Send $20.00 {$30.00 overseas) for
Associate Membership to:
Toronto Pet Users Group
Department "S"
P.O. Box 100, Station 'S'
Toronto, Ontario, Canada M5M 4L6
PET/CBM
PROVINCIAL
PAYROLL
Wycor Business Systems has developed
a complete payroll system for Canada.
• Set up files for over 200 em-
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payroll journal • Print cheques
• Print monthly submission for
Revenue Canada • Accumulate
and print T-4s • Complete em-
ployee lists.
This system comes with full user docu-
mentation and tutorial disk.
Complete System $850.00
Manual only 25.00
Call collect (416) 444-3492 for
information or contact your dealer.
^
WYCOR BUSINESS
SYSTEMS LIMITED
170 THE DONWAY WEST. STE. 401,
DON MILLS, ONT. M3C 2G3
iDtilT083 COMPUn! 113
Turbocharger
For Apple
Richard Cornelius
rurbocharger is a Disk Oper-
ating System (DOS) and date-
stamping program for the Apple
II written by Roland Gustafsson,
The disk comes in a plastic bag
with a folded sheet of heavy
stock on which the documenta-
tion is printed. The disk "may
be copied by the original pur-
chaser only as necessary for use
on the computer for which it
was purchased," according to
the instructions.
The feature of Turbocharger
that many users would find most
impressive is the increased speed
for the DOS commands BLOAD,
BRUN, LOAD, and RUN. The
DOS in memory is changed to
the fast DOS when the file
TURBO is BRUN. How much
are the DOS commands speeded
up?
To answer that question I
wrote a simple BASIC program
to BLOAD a high-resolution
picture (a 34-sector file con-
taining 8K of graphic image) ten
times in succession. Normal
DOS ran this program in 90 sec-
onds. The Turbocharger DOS
completed the task in 25
seconds.
For comparison, I tried
another "fast" DOS which is
used by a major commercial soft-
ware publisher, and the same
program took 32 seconds. I also
tested each of the DOS variations
with an Applesoft program. Nor-
mal DOS required 22 seconds to
load an Applesoft program that
occupied 89 sectors on the disk.
Both Turbocharger and the other
fast DOS that f tried loaded the
same program from the same
disk in about five seconds. Since
loading times include the start-
up time for the disk drive, the
actual time for loading the pro-
114 COMPUTi! ApriJ 1983
gram was decreased roughly by change the date. Whenever you
a factor of five. save a file, the current date is
On the surface, the fast DOS also saved. The catalog has the
seems to operate very well. normal appearance except when
When I began to use it in my the command MON O (a stan-
own software development, dard DOS command) is used,
however, I quickly encountered This command shows the date
a problem. The two programs at the right-hand edge of the
below show circumstances under screen.
which the Turbocharger DOS por long file names (DOS
seems to be faihng to CLOSE the aHows up to 30 characters) as
DOS input/output buffers ^^^y ^^ ^^^^^ characters at the
properly. ^^id of the file name may be
Program 1, wiped off the screen by the date.
„, ^ , RESET or the DOS command
100D$ = CHR$(4) Mr^N^/-,NTr-» i lU .1
no PRINT D$ "BSAVE BINARY FILE, NOMON O makes the catalog
A768,Ll" appear in the normal manner. In
120 PRINT D$ "BRUN TURBO" either catalog display, the
130 PRINT D$ "MAXFlLESi" number of free sectors on the
''° pro^Jram" ^"^ SECOND ^isk is given at the top.
_ _ Two other programs are
Program 2. available on the Turbocharger
200 REM disk. One is a DOS command
210 REM changer that allows you to
220 REM change the DOS commands on a
240 REM disk. The documentation says
250 REM '^^'^ y^^ '-''" change the com-
260 D$ = CHR$(4) mands to "anything that you
270 PRINT D$ "BLOAD BINARY FILE" want." The limitations that do
I inibalized a disk with the f'^^ (^°'" '^'<'"'mple, the length of
r. . J J . t the commands) are not expiamed
first program and saved the sec- . „ ■ , .. ^ ,
j^ " ci-/^(^Mr-i nnr^ m the documentation, but these
ond program as SECOND PRO- ,- ., ^. , ,i ,
GRAM. When I booted the disk, I l^'t'-'tions are not ones that a
received a NO BUFFERS AVAIL- Jdf ^^"'^ '^^ ^ encounter.
ADFir ■ u 1 ii- Ci-u Thegreatest value of changnig
ABLE error m the last Ime of the ,, ^ , - c .1 ■
J r J ,. J the words used tor the various
second proeram. 1 do not under- r-.r-,n j ■ n ■
J ,,'^ " ■• ^, ,,- DOS commands IS eenerallv m
stand the source of the error. It . ^ ■ ,^. ^.i ^
1- nn • ,^1 t I ■ shortening them so that one or
hne 120 in the nrst program is 1. ■ .. , j •
L. J .. DOT TM J fii fwo characters can be used m
changed to BRUN a dummy nie, , r., . . . .
"^ jr 1- .1 r place of the standard commands,
no error occurs. Ir one of the lines f. ^, r i u
^nn nirn • lu j • For the puroosc of Changing the
200-250 in the second program is . , ^ 1 r.^
J , ^ J ^, I commands to one or two letters,
deleted, then no error occurs! ^, , ,
,.n ^ ,.1 f.i u the command changer program
Wliatever the source of the prob- , -, ^ 1 ^i .^
, -^ lt u performs its task without any
lem. It can apparently be over- ^ , . -'
come by placing a PRINT D$ problems.
"CLOSE" statement into a new The other program on the
line 265 in the second program. disk is a "quick-copy" program.
For personal use the fast DOS is The added features of the Tur~
probably satisfactory, but for bocharger DOS have replaced the
serious developmental work, INIT command so that you can-
caution is in order '^o*^ initialize disks with the fast
DOS. Other fast DOS programs
Date Stamping generally operate in the same
The other major feature available manner. You must initialize
with Turbocharger is the "date- disks either by using the normal
stamping" of files. A one-line DOS or by using the COPYA
Applesoft program that is sup- program on the System Master
plied on the disk is used to Disk to copy a disk that is already
initialized. Once you heive an
initialized disk, the quick-copy
program will copy the contents
of one disk onto the newly
initialized disk.
The documentation that
accompanies the Turhochnrgcr
disk is brief but complete. It in-
cludes a suggestion on what to
include in your HELLO pro-
grams to make changing the
date easy, and it presents infor-
mation on which zero-page loca-
tions are used, how the date is
linked to the file name, and
where in DOS the altered
routines lie.
Turbocharger
Silicpii Vnlleif Si/stems
1625 El Caiiiino Real
Suite #4
Belmont, CA 94002
$29.95 ©
Pathfinder
For Atari
John DiPrete
^^rogrammer Randy Jongens
■ may have taken his cue
from Three Mile Island when he
decided it was time for a game
about radioactive materials in
Gebelli Software's latest release
for the Atari, Fcithfi)ider.
Your Pathfinder is a "being"
which moves at a velocity similar
to that of Pac-Mnii's through a
maze several times larger than
the viewing screen. Each time
you glide over a canister of nu-
clear waste, you absorb energy.
Hoping to out-power you is a
foe called Nuke which also col-
lects energy. Until it's strong
enough to pose a threat, how-
ever. Nuke flees from you. A
bodyguard called Minelayer
safeguards Nuke by planting
mines to block you. If your
Pathfinder blasts the booby-
traps, a fire ignites. The only
way to douse the electro-light is
to get fire-retardant pellets from
a fire station. To enliven the
spectacle, Phantoms zigzag
through walls at you.
Pathfinder zaps the enemy
at long-distance, recharging itself
by gulping down "hot" spillage.
A display at the bottom of the
screen offers helpful data re-
garding power indicators, target
numbers, and remaining
Pathfinders. You control the
waste-eater's motions by aiming
the joystick in eight possible
directions, pressing the button
to fire plasma-blasts. With
enough fire-energy, you can
abolish maze walls. Angle shots,
in any 45-degree direction (NE,
NW, SE, SW), are not easy.
Scairhiii;^ for cnnistcr'^ of iiuclcnr waste
ill the lunzes of Pathfinder.
The graphics in Pathfinder
are abstract. Squares, angles,
and bric-a-brac constitute Nuke,
Pathfinder, and the rest of the
characters in the game. The
shapes are flat, one-dimensional.
No human, extra-terrestrial, or
vessel-bearing features exist. No
sharply-defined expressions
signify the type of life (human,
alien, or robotic). The rapidly-
blinking geometric figures are
hazy, vague, and specter-like.
Maze walls remain completely
solid, except at the beginner's
level, where lattice-type struc-
tures exist. The instruction sheet
doesn't identify the stjuashed-up
pretzel-things that turn up now
and again, so it's hard to realize
at first that they're "residue" of
half-crumpled targets. (A suc-
cession of plasma-blasts is re-
quired to vaporize a wall - if
only a tiny dose is received, it
remains in partial form.)
FOR THE WONDERFUL
WORLD OF ATARI
400 & 800 SYSTEMS
RCE ANNOUNCES . . .
:f:COMMANDER 2400^
AN INVITATION TO AN
EXCITING NEW DIMENSION
OF COMPUTER CONTROL
AND PROGRAMMING EASE.
2400 WITH KEY PAD - 2400 STANDARD
EXPERIENCE
. . . The responsive feel of superbly craftecl
engineering under your fingertips.
. . . The convenience and comfort of your own
detachable professional keyboard system.
. . . The beauty, elegance and natural warmth
of wood.
. . . The luxuriousness, softness and durability
of fine furniture textured vinyl.
... A combination of features designed to
return the thrill of personal command Id
computing.
FEATURES
1. Exclusive and unique calculator circuit!
Allows keypad to be switched into use as a
standard rapid entry calculator.
2. Detachable option allows easy disconnec-
tion to store away while tfie youngsters play
their games'
3. User installable in minutes, no soldering
required!
4. Allows simultaneous use of BOTH
keyboards!
5. Keyswitches and components are top
quality design and manufacture.
THE COMMANDER 2400 IS AVAILABLE
FROM S119.00TO $219.00 DEPENDING
OfJ YOUR CHOICE OF OPTIONS AND
COMES WITH A 10 DAY MONEY BACK
GUARANTEE. OUR WARRANTY IS FOR
G MONTHS, BOTH PARTS & LABOR!
SEND FOR OUR FREE BROCHURE AND
FULL ATARI CATALOG!
TO ORDER, CALL TOLL FREE
(800) 547-2492
536 N.E. "E" STREET
GRANTS PASS, OREGON 97526
64K Bam
780 KB Disk Storage
Word Processing. Ultracalc CP/M '
C-Basic Software
Smith Corona TP 1
Letler Quality Printer
SS99S.OO
EAGLE 1600 -CALL
TeltAideo
S699 00
$74900
$749 00
1950 00
S749 00
COMPUTERS
800A SI299 0Q
80; S2649 00
80JH S4S9500
B06 S4999 00
8;e 58999 00
30J CALL
1632 1603 C"' L
jf commodore
0032 $103900
4032 S74900
8096 Upgrade Krl $369.00
Super Pet SI 499.00
2031 $46900
6250 DtM Sided Disk Drive $1699.00
D9060 5 Meg Hara Disk S23990O
D9060 7 SMeg HardDisk .52699 00
8050 SI 299 00
4040 $969.00
B300tLet1er QualiSyl S1549.00
8023 Sb99 00
4022 S399 00
Nev«ZRani.AddsCP/Ma64K $54900
The Manager . $209,00
Magis ... CALL
Word Pro 5 Plus .5319.00
Word Pro 4 Plus $299-00
Word Pro 3 Plus 5199.00
The Administrator 5379 00
Into Pro Plus S219.00
Power S79 00
Z commodore
VIC BO
si4e
-J
VIC 20 Dust Cover $9 99
VIC 1530 Dalasselle $6900
VIC 154 1 |64K Disk Drive) S339 00
VIC 1525 Graphic Printer S33900
VIC ISlOSKMem E«p. $3200
VIC 1 1 10 SK Mem E«p.. $5300
VIC 1111 IBKMem Eip, $94 00
VIC ion RS232C Term IntBiface $4300
VIC 11 12IEEe-4aainlBr1ai:e $86 00
VIC 1211 Super Enpander $5300
VIC Mother Board S9900
SEC
CatVlPUTERB
aOOIA 5(1900
8031 $71900
8012 554900
PRINTERS
8023 $46900
7710,7730 3239900
3510.3530 5159900
MDPJITOnS
JB-1260 $11900
jB-1201 S14900
jC-1212 ■ S2990O
JC-'203 S629 00
TIMEX SINCLAIR
1000
SS5.
gy|l^ PC-1 5CX3
POCKET
COIS/IPUTER
^Z. commodore
MONITORS
AtVIOEK
100 Bi W
3O0G
300A
Color I
Color II
Color II A
Color til
Color IV
S74 95
$169 00
$179 00
$339 00
$699 00
S 799 00
$399 00
CALL
BMC
12 Green 579 99
13 Color 1401 iMid Rest 536900
9191U 13 532900
TAXAIM
RGB 1 5329 00
ZENITH
ZVIvl 121 $99 00
SHARP
Sharp 13 Color TV S27500
PANASONIC
TRO20MlPiHigh Res Green) $15900
CT 1 60 Dual MoOe Color
$299 00
16K Iv^emory Module
Uu-Calc
Check Book Manager
Trie Organiier
Trie Budgelet
Stock Ooiion
544 95
51796
51395
S14 95
S13.95
S14.9S
L
S16S
Loan & Mortgage Amortizer S12.95
Mindware Printer S 1 09.00
CE 150 Primer Ploller and
Cassette Interlace Unit $172 00
CE 152 Cassette Recorder $62 00
CE 166 BK Ram
Expansion Module - - S94 00
CE 125Pnnler/MicroCassetle 5129.00
VIC G4
PHOFEBStOIMAL SOFTWARE
Word Processing (orVIC 64. . S79.95
PRINTERS
SMITH CORONA
TP 1 559900
C. ITOH [TEC)
StarwritertF10-40CPSl 5139900
PrmtmasterlFIO-SSCPSl $174900
Prowriler aOCoUParaUeli $499 00
ProwriteraOCollSeriall $629 00
Prowriler 2(132Col| $79900
OKIDATA
82*
B3A
84 iParallell
84 iSeriall
542900
$65900
$1049 00
SI 14900
IQB
MicroPrism 5649 00
132 iFully Configuredi- $159900
80 (Fully Cohfiguredl $1399-00
Call lor other configurations
BTAR
Gemini 10 5379.00
Gemini 15 $489.00
□AISYWRITER
Letter Quality ,. 1049.00
□ lABLO
620 5999 00
630
51769 00
MODEIVIS
HAVES
Smart S22900
Smart 1200(1200 Baud! SS49.00
Chionograph 5199.00
Micromodem 100 $309-00
Micfomodem It $27900
tvlicromodemlliAiIhTermsi £29900
NOVATION
Cat SI 44.00
D'Cat 5159,00
212 Auto Cat 5589-00
Apple Cat 11 $279-00
212 Apple Cat 11 5609-00
J-Cat $119-00
Cat 103 --- - $199-00
Cat 103/212 $43900
ANCHOR
Mark 1 (HS-232) $79 00
Mark 11 (Alan) .. . S79.00
Mark 111 m-99| $109.00
Mark IV ICSM/PET) S 125.00
Mark VtOSBORNEl .59500
Mark VI IIBMPCI $179.00
Mark VII lAulo Answer Cam $119.00
TBS -80 Color Computer - . $99,00
9 Volt Power Supply S9.00
NEC
3E50 PRINTER... SS09S
PERCOM ORIVES
5'-' 160K Disk Drive $249 00
5'. ■ 320K Disk Drive $299 00
AMOEK
3 lOA Amber Monitor $179.00
310G . $179.00
Amdisk (31. ■■ Drivel $729.00
DXV Plotter 5759.00
Color 11 $699-00
SOFTWARE
lUS Easywriter ii . , , $249,00
lUS Easyspellef $129,00
PeachPackagelGL/AP/AR) 5419,00
PROFESSIONAL
BOFT^A/ARE
IBM/PC Word Processing 531900
MICRO PRO
Word Star/Mail Merge S399 00
computer mail order east
IN PA, CALL (71 7J3a7-3S7S, 477 E. THIRD ST,, WILLI AfS/ISPORT. PA. 17701
tn slocK Items Shipped same day you call Nonsk, no deposjl pnC.OD, orders Prepaid orders receive free shipping within the Conlfnenral United Slates with no waiting period for certified
cnecksoJ money orders. Add 3"t3 imfnimurBSS.OOl shipping and han^Jhng or all COO and Credit Card orders NV and PA resideritsadc sales tax. All ilemssuDjecl to availabrhty and price
change lyoTe: We slocK manulaclurers and IhiFd parly software for most all computers on the market. Call today lor our new catalogue.
ACE 1000
ACE 10 with Controller Card
ACE Wrcler Word Processor
CALL...
FOR SYSTEM PRICE!
Ace 1000 CALL
SYSCOM II
4BK Color Computer
100=^6 Apple Corr.pahble
Apple Soft Basic
VISICORP
for Apple, IBM & Franklin
Visidei $18900
Visifite... ,,.... $189-00
Visiplol S15900
Visilerm S8900
Visilrend/Plol ,..,..... $!2900
VisiSc>iedule ■. S229O0
OesktopPlan $189,00
Vis«:atc(Aoptell«Alan.CBM.IBM)- SI 79.00
Visicarp prices lot IBM may vary s'lghtly-
COtMTINENTAL
HomeAccnl (Apple/Ffanklin) S5900
Home Accounlanl |I8M| SI 19.00
1st Class Mail lApple/Franklin) S59.00
SIRIUS
Free Fall $24 00
8eer Run -524.00
SnakeByle 584.00
SpaceEggs S2400
Sneakers S24.00
Bandils 528.00
BRODERBOUND
Apple Panic SJ3 00
OavidsMaflic $27. 00
Star Blaze: 12500
A/cade Machine S3400
Chopliller 527.00
Serpentine 527.00
INFOCOIVI
Deadline S35O0
SlarCrpss 52900
JOfk I 529.00
Zortllorlll S29 00
MPC
Bubdisk I12BK Ram) S719O0
AXLOIM
AppleyFranklin 1 28K Ram . . S399 00
A(jpie/Franklin Ram Disk . S99900
VU-MAX
80 Column Card 5159.00
□ I8K DRIVES
FOR ATARI
AT 88 SI S399 00
AT 88 A 1 S289 0O
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Combined Themes
in Pathfinder, the strategy of plan-
ning ahead, locking horns with
Lady Luck, and using ESP is
stressed above coordination.
Instead of relying upon firing
ability, you've got to weigh facts
and judge carefully: Which path
is best? Where will I gain points?
How much energy must I expend?
Ptithfiiidcr combines some
general themes found in other
types of games. One, for exam-
ple, is the football theme, char-
acterized by "running to the
finish line" (i.e., clearing the
maze completely of waste), deft
"blockers" like Minelayer
thwarting your dives at Nuke
(when it's weak), and so on.
Another is the chess theme,
in electronic form. Each character
in Pathfinder has its own peculiar
move-and-attack ability. There
are Phantoms breezing through
walls, fires spreading bit by bit,
and Nuke, Pathfinder, and
Minelayer possessing ciifferent
levels of strength.
Finally, there is the treasure
hunt theme, exemplified by find-
ing and following the most effi-
cient paths to the random scat-
tering of canisters in the maze.
The map of the screen changes
with every reappearance, and
vou must be wary of pirates
(Nuke, Minelayer) and trapholes
(mines, fires).
You can choose from a selec-
tion of 15 difficulty levels. The
upper levels throw a lot of out-of-
control fire at you, loads of high-
spiriteci Nukes, and helter-skelter
effects, making for more chal-
lenging play.
It's rather like Pac-Maii in
3-D. A Pac-Man aficionado might
insist that any similarity to the
Prince of Mazes is superficial (like
comparing Space Invaders to Gnl-
axians). So, why not? Both are
classic examples of excellent
variations on a theme. Likenes-
ses, differences. In Pathfinder,
the break-awav obstacles, deto-
nating bombs, and sprinting
ghosts stretch into a super high-
way of sloping, curving space.
Pathfinder's simulation of
reality may turn off hard-core
scientific purists (for whom the
idea of gobbling nuclear garbage
in a maze simply won't wash).
But for players less scientifically
straight-laced, the fiery dynamics
will glow through.
Pathfinder
Gi'bclli Software
'1787 Triluilc Road
Sidle C
Sncniuicnto, CA 95815
I^cqidre^ 32K, di^k
534.95 Q
ZX-81 Home Computer Package
For Sinclair/ Timex A,tiuu b Hunkms
The ZX-81 Home Computer
Package is a sampler of four
programs for the Sinclair 2X-81,
Timex TS-1000, MicroAce, and
8K ROM ZX-80. An alternate
version, also priced at $9.95, is
available for the standard 4K
ROM ZX-80. Running in all cases
within IK RAM, each program
is written largely in machine
language, and is a tribute to what
can be done with only IK of
memory using machine code.
The programs, Etch-A-Screen,
Music Composer, Checkbook Bal-
ancer, and. Billboard, are all small
miracles of creativity in IK. (I
should add that, for all programs
except Billboard, suggestions are
given for fruitfully extending
program capability if more than
IK is available.)
The package is produced by
LAMO-LEM Laboratories, a fact
presumably related to the inclu-
sion of a laminated cover on the
116 COMPUK! April 19B3
excellent eight-page instruction
manual, and two laminated
keyboard overlays (for Music
Composer and CIteckbook Balancer).
An interesting collaboration/
application indeed (the overlays
are designed to be taped to the
keyboard). Other materials in-
cluded in the packet are handy
reference cards for all programs
except Billboard, a screen display
matrix (for Etch-A-Screen), and a
music coding sheet. (For some
reason, the Composer reference
card omits. one of the four avail-
able octaves, and so is unneces-
sarily confusing.)
The programs, all gems in
their own right, have several
features in common. All run
immediately upon loading; all
have built-in provisions for sav-
ing program data (so that when
a saved program is loaded it
goes right on doing whatever it
did the time before). Thus it will
display a previcmsly stored mes-
sage or screen design, play a
previously coded melody, or list
a previous checkbook balance
along with currently uncleared
entries.
Three complete sequences
of the four programs are re-
corded on the cassette. I experi-
enced no LOADing difficulhes.
Billboard is clever and sim-
ple. You enter a message of up
to 250 characters, and it scrolls
slowly, in large letters (and I
mean large), from right to left
across the screen. (Only about
half of Sinclair's graphics charac-
ters are implemented.) This is a
novel way to leave a message for
someone - a message that can't
easily be ignored!
Etch-A-Screen is much more
complex - perhaps a bit overly
so (it takes some time to become
proficient). Essentially, it permits
you to place any keyboard char-
acter (including most reverse
field characters and all graphics)
anywhere on the screen, and
save the display. Keys repeat
automatically (a very nice fea-
ture), and the cursor can go
diagonally as well as sideways
and vertically. (It also wraps
around the display.) In the IK
version, the display is limited to
17 lines; a 2K extension (two
POKEs) expands to full screen
capability. Additional features
include cursor turnoff and
CLEAR SCREEN commands.
The instructions indicate that "it
may be possible to use the printer
to copy the picture." I was unable
to test this feature.
Cljeckbook Bahvicer also works
well for its intended purpose.
An initial balance is entered,
then credits and debits with dol-
lar amounts and ID numbers.
Entries may be voided, or cleared
(when the bank statement ar-
rives); transactions can he dis-
plaved at will. Mistakes (such as
voiding or clearing nonexistent
entries) are rejected with an ap-
propriate ERROR message. The
22-entry limit may be raised to
100 with 2K of memory (standard
on the Timex).
Music Composer is a truly
impressive display of efficient
machine language program-
ming. How so many features
can be fit into so little space I do
not know. (One thing that helps
is the lack of a screen display;
the blank screen also mercifully
kills the bothersome hum other-
wise generated.) The program is
essentially a keyboard play/
memory replay routine. The
middle two computer keyboard
rows are implemented as a two-
octave C major scale, with the
shift key taking all notes up two
octaves for a total of four octaves.
Chromatics and keys other than
C major are not available (except
with the modification below,
which is not difficult to incorpo-
rate).
Special Effects Keys
One key is used to signal the
beginning and end of a stored
segment to be played back (up
to 175 notes and durations are
automatically stored as per-
formed). An EDIT function (with
single step both backwards and
forwards) is available to locate
(and replay) specific notes - as
well as to change them. There is
also a REST key. Although in
live performance the prtigram
senses when a key is released
(giving silence), the rest is not
recorded in memory. This is a
real inconvenience; combined
with the fact that durations are
stored very inaccurately, the re-
play function has limited utility.
Two Special Effects keys
either raise or lower all pitches
by microtones (depending on
how long you hold the keys
down). Fooling extensively with
these keys produces many un-
predictable results (e.g., fast
quasi-random pitch sequences).
The manual duly warns that
once you begin experimenting
with these keys, "it may be diffi-
cult to return to the unmodified
state." A modification "for the
advanced programmer" even
gives directions for "playing-"
the 8K ROM (a random set of
pitches and rhythms). Another
extension (again, 2K memory)
permits storing up to 350 notes.
Two features would be wel-
come additions: a key transposi-
tion option during playback,
and a tempo scaling factor (pro-
viding different playback
speeds). Both would require
simple multiplication routines
(unfortunately cumbersome in
machine language), as well as
a good bit of input/output
overhead.
A program like Composer
simply invites modification. Here
are tw.o suggestions. One mod
everyone should make, as the
highest octave is noticeablv out
of tune. Hit BREAK while the
program is SAVEing, and ex-
ecute (without line numbers)
the following POKEs: POKE
16586,19; POKE 16587,17. This
should take care of the tuning
problem.
The lack of accidentals will
be a notable drawback to many
hobbyists. Here is a way of re-
programming the pitches played
by the two rows of note keys.
The trick is to know where in
memory the numbers represent-
ing the delay loop values for the
particular pitches are stored. It
turns out that the values for the
bottom row of keys, unshifted,
are stored in locations 16555-
16562, the top row unshifted in
16564-16571. The bottom row^
shifted is in 16573-16580, and
the top row shifted, in 16582-
16589. Substituting the values
below will create a chromatic
keyboard over the two middle
octaves of the previous four-
one octave without using the
shift key, an octave higher with
shift. (Armed with the appropri-
ate values for the various pitches,
you can now create your own
keys -i.e., program the keyboard
for D major, E minor, etc.)
Again with a program
BREAK during SAVE, POKE the
following values in memory lo-
cations 16555-16562: 125, 111,
100, 93, 83, 74, 65, 62. In 16564-
16571, POKE 133, 117, 105, 93,
87, 78, 69, and 62. Locations
16573-16580 remain unchanged,
while 16582-16589 are POKEd to
65, 58, 52, 46, 43, 38, 34, 30. The
bottom row of keys is C D E F G
A B C as before, while the top
row is now B C#(D-fIat), D#(E-
flat), FF#(G-flat), G#(A-flat),
A#(B-flat), C. Have fun creating
your own scales and tunings.
Maybe vou can come up with
something really exotic!
In sum, the ZX-81 Home
Couipnier Packa;^e is unique, lots
of fun, and practical. At $9.95,
with ail the extras, it's a bargain.
I'm sure it must be a treasure
chest of machine language pro-
gramming ideas for the Sinclair
as well.
ZX-8] Home Computer Package
LAMO-LEM Labonitories
Box 23S2
La lolla, CA 92038
$9.95 O
April 1983 COMPUH! 119
Questions Beginners ksk
Tom R Holfhill, Feotures Editor
Are you thinking about bui/ing a computer for the first
time, but don't hioai am/thing about computers? Or
maybe you just purchased a computer and are still a bit
baffled. Each month, in this column, COMPUTE! will
tackle some questio)is that xve are asked In/ beginners.
^^ When I try typing programs into my com-
\iC puter from the listings in COMPUTE! and
other magazines and books, lots of times I see
characters or symbols that are not on my com-
puter's keyboard. How can I type these charac-
ters?
A The problem stems from the fact that compu-
ters can display many special characters on
their TV screens that most printers do not repro-
duce. Sometimes these special characters are odd
punctuation symbols. Other times they are control
characters or graphics characters.
These are special character "sets" (a collection
of related characters) found on most home com-
puters. To type them on the screen, most often
you must simultaneously hold down a CONTROL
key, GRPH key, or some other special key which
acts sort of like a SHIFT key.
These special characters can be used for com-
puter graphics, such as games, where they are
often combined to form shapes. Control characters
also are used to send instructions to devices at-
tached to computers. One example is printers.
On a printer which is capable of underlining
words, special control characters placed before
and after the word tell the printer when to start
and stop underlining. Naturally, you don't want
these control characters to show up in the paper,
you just want their effect. So the printer interprets
them as instructions to change its printing mode,
rather than as characters to print.
In the case of special graphics characters, the
printer is often simply not capable of reproducing
the character. Sometimes the printer will leave a
blank space; other times it will print an odd char-
acter of its own.
That's why programs which use special
characters often do not print out on paper as they
should. To get around this problem, COMPUTE!
has developed special ways of denoting these
120 COMPUTl! Apnl19M
special characters in the program listings in the
magazine. Every month, COMPUTE! includes two
guides - "How To Type COMPUTEi's Programs"
and "A Beginner's Guide To Typing In Programs."
On these pages are sections for each computer
brand which show how to type special characters
which do not appear on the keyboards. Misinter-
preting these special characters is probably the
most common source of errors in typed-in pro-
grams. Look in the Table of Contents in this issue
to find these important aids.
Q Exactly what is a computer monitor, and
how is it different from a TV? How should
I decide if I need one?
A To avoid confusion right off the bat, we'll
define what we aren't talking about here:
machine language monitors. A machine language
monitor is a program, an aid for machine language
programmers, and has nothing to do with display
monitors.
A display monitor is a television-like screen
device that can be hooked up to many home/
personal computers. In fact, some computers
come with their own monitors attached or built-in,
such as the Commodore PET/CBM, and Radio
Shack TRS-80 Models 1, 11, and III.
Essentiallv, a monitor is a TV which has been
optimized for computer use. It displays screen
images, especially text, more sharply and with
greater stability than a regular TV can. For this
reason, it is often preferred for word processing
or serious programming.
A monitor is sharper than a TV because it
gets the video signal directly from the computer's
video output. Designers had to compromise a
little in order to make computers compatible with
ordinary TVs. To display an image on a TV, a
computer must convert its video output to simu-
late a normal broadcast signal. It does this with
an RF {Radio Frequency) modulator, which is built
into some computers (such as the Atari and Com-
modore 64), or visible as a small box on others
(VlC-20, Apple 11). The RF modulator connects to
the TV antenna terminals. Then the computer's
video output will be the same as a broadcast signal
from an ordinary TV station. This means
the computer's video output must be re-converted
SHELLY and
CASHMAN
LEADING AUTHORS IN
COMPUTER EDUCATION
Gary B. Shelly and Thomas J. Cashman
are the most widely read authors in computer
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INTRODUCTION
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This text assumes no previous
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emphasizes proper program
design and coding, and may
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data base and distributed data processing; systems analysis
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Other Shelly/Cashman Texts
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►Introduction to Computer Programming RPG
►Computer Programming RPG II
►Business Systems Analysis and Design
►Introduction to Flowcharting and Computer
Programming Logic
►Introduction to Computer Programming IBM
System/360 Assembler Language
►IBM System/360 Assembler Language Workbook
Core Dump Analysis and Debugging Techniques
►IBM System/360 Assembler Language Disk/Tape
Advanced Concepts
►DOS Job Control For Assembler Language
Programmers
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►Introduction to Computer Programming IBM
System/360 PL/I
Order Your FREE Examination Copy
To receive a complimentary review copy of these
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PIEllllllE Cn
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2S32 SATURKi ST,
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714/aS3-3700
by Hie TV's receiver before it is displayed on the
picture tube. This two-stage process - converting
the video output to a broadcast signal, and then
re-converting it back to a pure video signal - loses
some sharpness in the traFislation.
Monitors bypass all this converting by tapping
the computer's video output directly and sending
it straight to the picture tube, hi addition, specially
designed circuitry makes the image even sharper
and more stable. And since the monitor lacks a
receiver (unlike a TV), it is much less likely to be
bothered by stray interference from CB radios,
poor connections, or even the computer itself.
There are fulf-color monitors and nionochrouie
(single-color) monitors. Monochromes may be
black and white, green, or amber. Some people
find different colors easier on their eyes. If you
have severe interference problems with your TV,
or have trouble reading the screen, you might
look into the possibility of buying a monitor. Prices
are often comparable to TV sets of the same screen
size. ©
COMPUTE!
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Develops deductive reasoning.
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121 COMPUTE! Aofil19B3
TI-99 Match-Em
C. Regena
hi addition to its primnn/ purpose of captivating young-
sters, this program also scnvs as a guide and example
ofluno to create educatio)!al games on an}/ subject.
This simple matching game is designed for young
children. A screen of 16 squares is shown. Press
the letters on two of the squares to try to match
the shapes. If you "Match-Em," the shape will be
drawn at the right side of the screen, and you
won't be able to use those squares again {the shape
is replaced by diagonal lines). There are eight
pairs of shapes to try to match.
If you wish to stop the game at any time,
press "S" and the placement of all the shapes will
be shown. After each game you have the option
of trying again - with the shapes scrambled in a
different random order.
Other Applications
Take a look at the BASIC logic in this game, then
design your own. You may wish to use the
capabilities of the TI-99/4A graphics and draw
other pictures - animals, people, designs, etc.
Each shape here is drawn in a separate character
set, and a random foreground and background
color combination is chosen. Keep your drawing
to eight or fewer graphics characters; you may
also want to specify a certain foreground and back-
ground color.
You can make this matching game into an
educational game. Instead of matching shapes,
match an answer to a mathematics problem; match
a capital city to its state; match a date to a historical
event; match parts of a compound word. Whatever
you want.
Programming Techniques
DIMensioned arrays start with a subscript of zero
unless you specify OPTION BASE 1, which starts
subscripts at 1. I used dimensioned numbers to
keep track of the eight shapes (16 total) and various
coordinates needed for graphics.
MX() and MY() are the X and Y coordinates
to draw a shape at the right of the screen after it
has been successfully matched. The coordinates
depend on how many matches have been made.
Ci() and C2() are the X and Y coordinates for
each square in the 16-square screen. D() indicates
a red or a blue square.
A() and B() keep track of what shape is in
which square. I use two arrays so that one can be
a working array. B() also keeps track of the original
order of the shapes when all the shapes are drawn
(if you press "S" or if you have made all eight
matches).
Lines 270-370 define graphics characters while
the title screen is shown. Line 280 beeps a random
sound for each character as it is defined. Graphics
characters are defined by a string number. A null
string is indicated either by "" or by two commas
together and will yield a blank square for that
graphics character. You do not need quote marks
around the graphics string if it is in a data
statement.
Lines 410-420 redefine the parentheses as a
blue square and a red square. The game screen is
then printed with fines 500-540. PRINTing charac-
ters is often faster than using the CALL HCHAR
or CALL VCHAR method.
The shapes are numbered from 1 through 8.
Lines 550-580 put the shape numbers in the B()
array. Lines 600-660 mix up the members of the
B() array and place them in the A() arrav. After a
Can you match the hidden symbols behind the colored
squares:
/torilW83 COMPUTE! 123
6) , MX (8) , MY (S)
130 FOR C=l TO B
140 READ MX (C) , MY (C)
170 FOR C=l TO 16
ISO READ CI (C) , C2 <C) , D <C>
B() is chosen for the A() array, it is set to zero so it ^^^^^^^^^^^^^^m^^^™^™
won't be chosen again. Lines 670 to 690 set the B{) ,^„ f,^„,3 spaces:- match-em
array equal to the A() array so that the shapes can no option base i
all be printed in the original order at the end of a 120 dim A(i6),B(i6),ci(i6>,C2(iii>,D(i
game.
Lines 710-760 choose a random foreground
color and a random background color for each 150 next c
shape, making sure that the foreground color is i^o data 7,26,10,26,13,26,16,26,7,29,
not the same as the background color. iC'j 29, 13, 29, 16, 29
Lmes 1490-1590 are a subroutine to draw the
shape starting at coordinates X and Y. CH is the 1 90 next c
character number and is calculated in line 1480, 200 data 3,5,40,3,10,41,3,15,40,3,20,
depending on the shape number. 4i , 8,5, 4i , a, 10, 40, s, 15, 41 , a, 20, 40
^ 210 DATA 13,5,40,13,10,41,13,15,40,13
- . .. -i., .L « .20,41.18,5,41,18,10,40,18,15,41,
Explanation Of The Program ib, 20.40
LineNos. --^ ^^^^ ^^^^^
230 CALL CHAR (64, "3C4299A1 A199423C" )
110-120 DIMension wiriablos starling with ti subscript of I. 240 PRINT TAB ( lO) ; "MATCH-EM" :::::::::
130-160 Read X and Y coordinates for matched shapes. :
170-210 Read X and Ycoordinatesand character numbers 250 DEF R= INT (RND *200 + 900 )
foreach of the 16 squares. 260 DEF R 1 5= I NT ( RND* 1 5 ) +2
220-240 Print title screen. 270 FOR C = 96 TO 159
250-260 Define functions for random variables used later. 2SO CALL SOUND ( 50 , R, 4 )
270-370 Define graphics characters for character numbers 290 READ C*
96 through 159 (eight shapes, each in a different ^^"^' CALL CHAR(C,CS)
characterset). 31 0 NEXT C
380-400 Print instructions. ^^O DATA " " , , fFFFFFFFFFFFFFFF , , , , , ,00
410-420 Define characters for red and blue squares. 00000000003CFF , 01 O 1 0303030301 O 1 , F
430-450 Wait for plaver to press anv kev.
460-480 Clear screen and initialize score (number of tries)
and numberof matches.
FFFFFFFFFFFFFFF, SOSOCOCOCOCOSOa ,
FF 3C , , " "
330 DATA OOOOOOOOOaOBlClC, OOOOOOOOOOO
,„„ ^,„ r^ r , jj OOlOl , 3E3E7F7FFFFFFFFF, 0000000080
490-540 Defme colors and draw game screen. 80C0C, 03030707, FFFFFFFF . EOEOFOF , " ■
550-580 Defme B() elements as shape numbers 1 through 8 3^^, DATA "", OFOFOFOFOFOFOFOF, FFFFFFFF
(two of each number). FFFFFFFF , FOFOFOFOFOFOFOF i , , , ,0000
590 Prints another line of game screen. OOOO 1 0387CFE , O 1 03070F07030 1
600-660 Randomlvchoosetheorderof theshapesin the 16 350 DATA FFFFFFFFFFFFFFFE , OCt80COEC>C08
squares. , , 7C3S 1 , , , OOOOOOOO lO 1 0383C , OOl F07
670-690 Set B() array elements equal to A() array. 0100010103, 7CFFFFFFFEFFEFC7
700-760 Randomly choose colors lor shapes. ' 360 DATA OOFOCOOOOOOOOOB , 030706 , 830 1 ,
770-790 Print name ofgame on screen. 80C0C, , 0000000OO0003C7E , OOOl 03030
800-840 Increment and print score. 30301 , FFE7C3a 1 8 1 C3E7FF , O080C0COCO
850-900 Beep and wait for player to press a letter for first COB,
square
j70 DATA 7E3C, . , 000000003C3C3C3C, 0000
910-990 Determine coordinates and draw diagonal lines if OFOFOFOF , 3C3CFFFFFFFF3C3C , OOOOFOF
square has already been matched. OFOF, , 3C3C ^Cc-C, , " "
1000 Drawsshape. 3ao CALL^CLEAR^
1010-1060 Beep and wait for player to press a letter for second
square
1070-1150 Determine coordinates and draw diagonal lines if
90 PRINT "PRESS TWO LETTERS ."::" TRY
TO MATCH THE SH APES ."::" THE BETTE
R YOU ARE, THE"
, , J 1 ^u A ~ 400 PRINT : "LOWER YOUR SCORE WILL BE.
square has already been matched. '^^ " "PRESS ' S • TO STOP THE GAME":
1160 Drawsshape. . [.^^^ g^^
1170-1220 Determineit a match has lieen made; !f not, ^^^ :^^^ SHAPES."
sounds "uh-oh." , , , 410 CALL CHAR < 40 ," FFFFFFFFFFFFFFFF " )
1230-1300 If match has been made, these lmes play arpeggio ^^^ CALL CHAR (41, "O")
and determine coordinates, then draw shape at ^^^ print ::: "PRESS ANY KEY TO START.
right of screen. ■. .
1310-1320 Set A() elements to zero so they cannot be used j^^^^ CALL KEY(0,K,S>
again fora correct match. 450 IF S< 1 THEN 440
1330-1470 Coversquaresagain with red or blue square and ^^(f CALL CLEAR
return to next set of choices. 4 70 SC = C>
1480-1590 Subroutine to draw shape. 480 M = 0
1600-1650 Afterali eight matches haycLu-en made, these 490 CALL CDLOR<2,S,9)
lines play a tune. 500 PRINT "(((<()))>)((<<())>>)":"<((
1660-1710 Clearehoicesmadeandshowall shapes on game (()))))((((()))))":"<< A C (>> B ))(< C
screen ( n ) D ))":"( C << <)))5 )<(<«<>)>'> "
1720-1750 Print option to play again, wait for player's choice, 5 1 O PRINT " «<<">//>*'.', < ,', < ' * ' \ \ \ "'\"Al\
and branch appropriately
1760-1770 Clear screen and end.
))(<{((":">) E ) ) < ( F < t ) ) G ) ) ( t H ( < "
124 COMPUTE! flonM983
520 PRINT ") ) ) )
530 PRINT "((It
<<))))) ( ( ( (
(()))>)■■:")
540 PRINT " ) ) ) )
) ) ( (N ( ( ) ) O)
))<((((":">
FOR C=l TO
B (C) =C
B (C+8) =C
NEXT C
PRINT : "S =
) J) ) ( CK <
) ) ) ) " 5 •■ <
« P ( ( " : " )
t < < < " s " ) ) )
) L ))":'■(< <
550
560
570
580
590
600
610
620
630
640
650
660
670
6BO
690
700
710
720
730
740
750
760
7 70
7SO
790
800
810
820
S30
B40
850
860
870
880
890
900
910
920
930
940
950
960
970
980
990
1000
1010
102 0
1030
1040
1050
1060
1070
1080
1090
1 loo
1 1 lO
1 120
1 130
1 140
1 150
1160
STOP" ; TAB (20) ; "SCORE
FOR C=l TO 16
RANDOMIZE
RC=INT ( 16«RND) +1
IF B(RC)=0 THEN 620
A(C)=B<RC)
B CRC) =0
NEXT C
FOR C=l TO 16
B <C> =A (C)
NEXT C
M = 0
FOR C=l TO S
F (C) =R15
F2 (C) =R15
IF F2 (C) =F CO THEN 730
CALL COLOR(C+B, F (C) ,F2 (C) )
NEXT C
FOR C=l TO 8
CALL HCHAR (2, 23 + C, ABC (SEG* < "MATCH
EM" ,C, 1 ) > )
NEXT C
SC=SC+1
S* = STR« (SO
FOR C=l TO LEN<S*)
CALL HCHAR(23,27+C,ASC(SEBS(S*,C,
1 ) ) )
NEXT C
CALL
CALL
CALL
IF K =
SOUND ( 150, 1397, 2)
HCHAR (4, 26, 63)
KEY (0, K, S>
83 THEN 1660
IF (K<6S) + (K>80) THEN 870
CALL HCHAR (4, 26, K)
N=K-64
A1 = N
X=C1 (N)
Y=C2 (N)
IF A (N)
CALL
CALL
CALL
GOTO
<>0 THEN 1000
HCHAR ( X , Y-i . 92, 3)
HCHAR(X+1,Y-1,92,3)
HCHAR(X+2,Y-1.92,3)
1010
GOSUB 1480
CALL SOUND ( 150, 1397, 2)
CALL HCHAR (4, 29, 63)
CALL KEY(0,K,S>
IF K=S3 THEN 1660
IF (K<65> + (K>80) THEN 1 03O
CALL HCHAR (4,29, K)
N=K-64
A2 = N
X=C1 (N)
Y = C2
IF A
CALL
CALL
CALL
GOTO
(N>
(N) < >0 THEN 1160
HCHAR ( X , Y-1 ,92, 3)
HCHAR (X+1 , Y-1,92,
HCHAR(X+2,y-l,92,
1 170
1 170
1 180
1 190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1290
130 0
13 10
1320
1330
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
1440
1450
1460
1470
1480
1490
ISOO
1510
1520
1530
1540
1550
1560
1570
1580
1590
1600
1610
1620
1630
1640
1650
1660
1670
1680
1690
1700
17 10
1720
1730
1740
1750
1760
1770
IF A Cfll ) =0 T
IF A(A2)=0 T
IF A ( Al ) =A(A
CALL SOUND (1
CALL SOUND(l
GOTO 1340
M = M+1
X = MX <M)
Y=MY (M)
CALL SOUND ( 1
CALL SOUNDd
CALL SOUND CI
CALL S0UND<3
GOSUB 1500
A ( Al ) =0
A < A2) =0
IF M=8 THEN
X=C1 < A2)
Y=C2 ( A2)
CALL HCHAR (X
CALL HCHAR(X
CALL HCHAR (X
CALL HCHAR(X
X=C1 ( Al )
Y=C2 (Al )
CALL HCHAR(X
CALL HCHAR (X
CALL HCHAR (X
CALL HCHAR (X
CALL HCHARC4
GOTO 800
CH = 8« (B <N) -1
CALL SQUNDtl
HCHAR (X
HCHAR (X
HCHAR (X
HCHAR (X
HCHAR ( X
HCHAR (X
HCHAR ( X
HCHAR (X
HCHAR ( X
HEN 1200
HEN 1200
2)THEN 1230
50, 330, 2)
SO, 262, 2)
SO, 262, 2)
SO, 330, 2)
50,392, 2>
00, 523, 2)
1600
. Y-1 , D (N) , 3)
+1 , Y~l, D(N> , 3)
+2, Y-1 , D (N) , 3)
+1 , Y, N+64)
, Y-1, D (Al > , 3)
+1 , Y-1, D ( Al ) ,3)
+ 2, Y-i,D <A1 ) ,3)
+1 , Y, Al+64)
, 26, 32, 4)
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
RETURN
RESTORE 1610
DATA 262,330
, 659, 392, 523
, 1046, 1046
FOR C=l TO 1
READ J
CALL SOUND(-
NEXT C
CALL HCHAR (4
FOR N=l TO 1
X=C1 (N)
Y=C2 (N)
GOSUB 1480
NEXT N
PRINT : "PLAY
CALL KEY<0,K
IF K=78 THEN
IF K=89 THEN
CALL CLEAR
END
)+96
50, -1 , 2)
,y-t , CH+7)
, Y, CH>
, Y+i , CH+7)
+ 1 , Y-1 , CH+1 )
+ 1 , Y, CH + 2)
+1 , Y+1 , CH+3)
+2, Y-1, CH+4)
+2, Y, CH+5)
+2, Y+l,CH+6)
, 392, 523, 330, 392, 523
,659, 784, 523, 65 9, 784
9 9 , J , 2 )
, 26, 32, 4 >
6
AGAIN
,S>
1760
460 ELSE
C Y N] '
1730
3)
3>
GOSUB 1480
COMPUTE!
The Resource,
Ap(ll19a3 COMPUTEI 125
ATARI
MATH FUN
Steven Neve
This math gniuc offers a choice of six categories of math
prohtenis and six skill lezvls. 11 should keep the i/oiing
math student coming hack again and agam, trying to
top the all-time high score. It will fit in 8K RAM.
When playing computer games, it is often easier
to use hand-held controllers than to use the com-
puter console keys. "Math Fun" has been de-
signed to use the Atari keyboard controller. It's
educational, and keeps young students interested
in math as well. Although the keyboard controller
is recommended, you can also use the computer
keys for inputs. Don't hit the RETURN key.
After picking one of six OPTIONal math
groups, and SELECTing one of six skill levels,
push START. The screen will show the number of
right and wrong answers, the first question, and
a realtime clock updated every second. Quickly
you push a button on the controller; if it is the
1 HRONG 3 RIGHT
WHAT'S YOUR ANSWER
TOTAL ITIME. . ; 0:33
"Math Fun" for the Atari awaits a response while keeping
track of elapsed time.
126 COMPUTE April 1983
first digit in the answer, it is placed on the left
side of the input display, or on the right if it's not.
(The display is always read from right to left using
the computer console keys.) This is repeated until
the input has as many digits as the correct
answer.
Then you are booed and have to try again, or
you are cheered on to the next problem until you
have answered 20 problems correctly. You are
then scored on time and accuracy. The screen
changes to the menu and displays the best time
and score at the top of the screen and your time
and score at the bottom. As you listen to music,
the best score is updated to the new best score.
Math Fun can be compacted to just under 8K of
RAM without affecting the way it plays.
GRAPHICS OiPOKE 712,128:POKE 710,1
28:PDKE 752 , 1 : OPEN «2,4,0,"K"
POSITION 10,8:7 "TURN OFF THE RECO
RDER":POSITION 8,12:? "ARE YOU USI
NG THE KEYPAD":POSITION 15,16:? "Y
ES OR NO?"
POKE 702,64:P0KE 694,0:GET #2, KEY;
IF KEY = 78 OR KEY = 8'? THEN GOTO 50
GOTO 30
C0=0:C1=1 : C2=2: C3=3 5C4=4; C5=S:C6=6
: C7=7: C8=B: C9=9 : C 1 0= 1 O : C60=60: C520
=520: GRAPHICS ia:POKE 712,t28:A=Cl
: SK=C1
DIM G*(C1 ) , I* <C1) , AN* <C7) , ANS* (C7)
, Q4 <C6> , L« CC6) , M* (C6) , ROW <C3> , IP* (
13) ,Bt <C1) : C13=13
POKE 540ia, 48: POKE 540 1 &, 255: POKE
54018, 52:P0KE 54016,221
RESTORE : FOR NOTE=CO TO 35: SOUND C
O, CO, CO, CO: READ I , J : SOUND CO, I, CIO
,C10:F0R X=CO TO 25*J:NEXT X
IF PEEK <53279) =C6 THEN GOTO 260
lOO IF PEEK (53279) =C3 THEN A = A-i-Cl:IF
A>=C7 THEN A=C1
110 IF PEEK<53279)=C5 THEN SK=BK+C1:I
F SK>=C7 THEN SK=C1
120 POSITION 2,0:? #6;" COMPUTER MAT
10
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EDUCATIONAL SOFTWARE
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TRICKY TUTORIALS"^ 8 Thru 1 1
FOR ATARI^ COMPUTERS
#8 - Create and animate your
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PROGRAM
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#9 - Learn to use Graphics
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pictures, all explained in great
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#10 - Find that perfect sound ef-
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grams. Includes over 50 effects
ready to use and explains how
they were written. Special
utilities are included to allow you
to develop your own sound
effects.
if 1 1 - Our famous Memory Map
now COMES ALIVE in this
TUTORIAL. Included are thirty of
the most useful POKE locations
within the ATARI, each fully ex-
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always heard about.
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Diggerbonk! contains
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Blinkers, Aqua
Ctiasers (watch out),
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SOMfNGro
For those of you who always
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Diggerbonk! is the first arcade style game with a continuously scroll-
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it goes off the bottom of your screen. There are, however, a few pro-
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the complication, you need to BONK! the creatures in a specific order.
Playable by all ages, but be prepared to end up with a NEGATIVE
SCORE.
PROGRAM
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AVAILABLE FROM DEALERS WORLDWIDE.
WRITE FOR A CATALOG OR CALL FOR ORDERING INFORMATION
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Do you tike to challenge your
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color matching puzzle in less
than 1 1 moves. Play it against
the computer or a human. Easy
you say? SURE $16.95
Hlb SPACES>l3±t. ^SL ■^IS{:E>":IF T
S<C10 THEN ? #C6; " t i me " ; TM; " : 0 " ;
TS; " score" ; HS
130 IF TS>=C10 THEN ? #C6;" time"iTH;
'■ : " ; TS; " score" ; HS
140 ? #C6;" ":POSIT
ION C1,C5:IF A=Ci THEN ? #C6;"+
€4 SPACESJadditionC4 SPACESJ+"
150 IF A=C2 THEN ? «C6;"- subtractio
n{3 SPACES}-"
160 IF A=C3 THEN ? #C6;"+ add & subtr
act -"
170 IF A=C4 THEN ? #C6;"X{4 SPACES>mu
ltiply£4 SPACES>X"
180 IF A=C5 THEN ? #C6;"/<4 SPACES>di
visa on {4 SPACES! /"
190 IF A = C6 THEN ? ttCij-'X mult & divi
d e / "
200 7 «C6:? «C6;" " ; SK ; " maSMmtBSSE
O ";SK:? #C6; "
210 IF YSC<C1 THEN ? «C6; " (3 SPACES>g
roup OPTION '■ : ? «C6;"
<3 SPACES>H^ SELECT ":? #C6
;"{3 SPACESJSTART START
220 IF YSOCO THEN ? #Ci;" YOUR SCORE
,.: ";SC:GOSUB 480:? #C6;" 1 .11 "laj.!
taUfcU--.: ■■ ; WR: YSC=YSC-C1
230 IF PEEK (53279>=C6 THEN 260
240 IF YSC<C1 AND SC>=HS THEN HS=SC!T
M=MIN: TS=SEC
250 NEXT NOTEiBOTD 80
260 IF SOHS THEN HS = SC : TM = riI N : TS=SEC
270 POP : POP :POP iSOUND CO, CO, CO, CO:
WR=CO: CaR=CO: SC=CO: SL=C9: SH=C9; ON
A BOTO 2B0, 310, 2BO, 370, 400, 370
2SO G*="+": BS=2905GDT0 C520
290 F=C2: T=C6: L=B: M=C: Q=B+C: IF A=C3 T
HEN G*="+":IF RND<CO>>0.5 THEN G*
="-":GOSUB 320
300 RETURN
310 Gt="-" : GS=320iG0T0 C520
320 IF B>=C THEN L=B
330 IF B<C THEN L=C
340 IF C>=B THEN M=B
350 IF C<B THEN M=C
3&0 Q=L-M: RETURN
370 G«="X " : 6S=380: GOTO CS20
380 F=C2:T=C6:L=B: M=CsQ=B»C: IF A=C6 T
HEN 6*="X":IF RNDCCO)>0.5 THEN S*
="/":BOSUB 410
390 RETURN
400 G*="/-" : 6S=410: BOTO C520
410 L=B*C: M=C: Q=B; RETURN
420 DATA 81,3,96,3,81,4,0,3,81,3,96,3
,81, 4, 0,3, 72, 3, 81, 3, 91, 3, 96, 3, 108
,^ 96, 3, 91, 3, 91,0, 85, 0,81,3,121, 3
,1^1,0
430 DATA 121,0,121,3,121,0,108,0,96,0
,91, 0,81, 4, 0,3, 81, 3, 108, 3, 108, 3, 9
1,3,96,3, 108,3, 121,5,0,5
440 POKE 20,C0!POKE 19,C0;POKE 18, CO
45 0 TIME=PEEK (20) +PEEK (19) *256+PEEK ( 1
8) «65536
460 TIME=INT (TIME/C60+0. 5) :SEC=TIME-C
60« (INT (TIME/C60) ) :MIN=INT ( (TIME-
SEC) /C60): IF SEC>=C60 THEN 500
470 MIN=INT(SEC/C60) +MIN : SEC=SEC-C60«
(INT {SEC/C60) ) : IF MIN>99 THEN MIN
= 99
480 POSITION C1,C10:IF MIN>9 THEN ? *
C6; "TOTAL T I ME ..:";: GOTO 495
490 ? »C6; "TOTAL TIME..: " ;
495 IF SEC<C10 THEN 510
500 PRINT #C6; INT (MIN+O. 5) ; " : "; INT (SE
C+0. 5) : RETURN
510 ? #C6; INT(M1N+0.S) ; ":0" ; INT(SEC+0
.5) : RETURN
520 IF BK>C1 THEN SL=99:IF SK>C2 THEN
SL=999:IF SK>C3 THEN SL=99:SM=99
: IF SK>C4 THEN SL=999:IF 9K>C5 TH
EN SM=999
530 GOSUB 440
540 B=INT (RND (CO) »SL) : BAD=CO: C= I NT (RN
D (CO) *SM) +C1 :GOSUB SB
550 ? #C6; " tCLEAR}": POSITION CI, CO:?
«C6;WR-, ■■ Jlrfdjjs" ; " ";COR;" right"
: GOSUB 450
560 POSITION Ca,C4;? *C6 ; G* : POS I T I ON
Ca,C5;? *C6; " ":POSITION C6,C
6:? #C6;"f9 SPACES> "
570 G«=STR* (Q) : X=LEN(Q«> : M*=STR* (M) i Y
=LEN (M*) :L«=STRt(L) : Z=LEN (L*)
580 POSITION C13~Z,C2:? #C6 ; L : POS I T I D
N C13-Y,C4:? *»C6;M
590 POSITION C1,CB:? #C6;"WHAT'S YOUR
ANSWER ": GOSUB 900
600 IF ANS=Q THEN POSITION C1,C8:? #C
6;" good ^^or youMtS SPACES>";CO
R=C0R+C1 iGOTO 650
610 POSITION C1,C8:? #C6;" IW.T.^JUJT
t?1^ir<4 SPACES? '■:WR = WR + C1 :GQSUB 680
620 POSITION CI, CO:? #C6;WR:SOUND C2,
CO, CO, C0:BAD=BAD+C1
630 IF BAD>=C3 THEN POSITION 13-X,C6:
? *C6;Q:F0R T=C1 TO 200:NEXT T:BO
TO 540
640 GOTO 560
650 POSITION C13-X,C6:? #C6!Q5F0R J=C
1 TO C6:FOR I=C1 TO 20:SOUND C2,I
,C10,CB:NEXT I:NEXT J:SOUND C2,CO
, CO, CO
660 IF C0R>=20 THEN GOTO 690
670 GOTO 540
680 FOR Z=30 TO 200:S0UND C2,Z,Ci0,Cl
OiNEXT Z:SOUND CO , 1 50, 12, CI 3: FDR
T=C1 TO 200:NEXT TiSOUND CO, CO, CO
,CO:RETURN
690 ? #C6; " <:CLEAR> " : SCR= (COR-WR) * <A + S
K«C2) :SC=C2»SCR- ( INT ( (SEC+MIN*C60
> /C3) ) : YSC=35: GOTO SO
740 ROW (CO) =238: ROW (CI ) =221: ROW (C2) =1
87:ROW(C3)=l 19
750 IP*=" 1234567S9»0#":P=C1:F0R J=CO
TO C3
760 POKE 54016, ROW( J) : FDR T=C1 TO CIO
:NEXT T
770 IF PADDLE (CI ) >C10 THEN P=J+J+J+C2
;GDTO 810
780 IF PADDLE (CO) >C10 THEN P = J+J-i-J+C3
: GOTO 810
790 IF STRIG(C0)=CO THEN P=J+J+J+C4:6
OTO 810
BOO NEXT J
810 B*=IP«(P,P)
820 IF B*="*" THEN ANS=CO:POP : POP :P
OP : GOTO 690
830 IF B*="«" THEN POP : POP : GOTO 900
B40 IF B*=" " THEN 740
850 SOUND C0,45, CIO, C6iFOR T=C1 TO C6
0:NEXT T:SOUND CO , CO, CO , CO : GOTO 9
40
900 AN*="{7 SPACESJ ": ANS4="
{7 SPACESJ":PDSITION C7,C7:? «C6;
"tS SPACES>": NN=X:FOR N=C1 TO X;N
N=NN-C1:IF KEY=B9 THEN 740
910 GOSUB 450; IF PEEK < 764 ) =255 THEN 9
10
130 COMfVni Ap(il19S3
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POKE 702,
R:IF VAR=
OTO 690
930
B*=CHR* (V
THEN POP
940
AN* (C7-N,
=B*:POKE
950
IF INT<Q/
) THEN PD
S*:GOTO 9
960
POSITION
970
NEXT N: IF
(AN«)
980
IF VAL(AN
990
RETURN
64:POKE 694,0:GET »C2,VA
82 THEN POP :POP : POP :B
fiR);IF VAR<48 OR VAR>57
:GOTO 900
C7-N) =B*: ANS«(CO+N, CO+N)
77, IZO
(ClO-^NN) +1E~06>=«VAL(ANS«
SITION C13-X,C7:? *C&;AN
70
C7,C7:? #6;AN«
VAL(AN»)=Q THEN ANS=VAL
S«)=Q THEN ANS-VAL (ANS«)
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An Intriguing >
New Release from
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Every Kid's
First Book
Of Robots
And Computers
By David Thornburg
From the author's preface:
"This book allows children to develop
skids in computer programming and
geometry through the use of a com-
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robot vehicle. Programming is intro-
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instructions to the macnine. Once
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tions are understood, it can be
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the user.
"Our use of turtle commands
as the programming language '
mirrors the process-based
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gramming jdeas can continue to be used as the child learns
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In f i/e/y Kid's first Book Of Robots And Computers, author
David Thornburg conveys a uniquely exciting learning
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. Ask for
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132 COMPirrei Ap(ii1P83
Micros With The Handicapped
Susan Semoncik & C Marshall Curtis
Developing A
Communications Program
Tilts is Part 4 of a coiUi>iui)ig series and picks up where
loe left off in the Innuan/ 1983 issue. The progrniiis
here are for the VIC, the Apple, and the PETICBM.
Menu Selection
Peripheral devices can he used to enter communi-
cation menus directly to the computer's screen.
This would give us several advantages:
1) the menu would be stored in memorv only
once, in the video-mapped area;
2) the communications program would not
have to be changed whenever the menu was
changed; and
3) multiple menus could be accessed without
having to take up extra memory area.
Program 1 shows how a menu can be stored
on a peripheral device for the PET computer. The
VIC computer needs to change W to 22 in line 20
and to make the following changes for cassette
storage of the menu:
300 OPEN 8, 1,1, "DAILY": REM SAVE MENU ON TA
PE FILE
310 PRINT#8,RM:PRINT#8,BR:PRINT#8,CM
320 PRINT#8, BC:PRINT#8,RI :PRINT#8,SR
330 PRINT#8,SC
340 FOR 1=1 TO CM:PRINT#B,L(I) :PRINT#8,S(I
) iNEXTI
3 55 PRINT M$r" ";;REM PRINT MENU ON SCREE
N AS IT GOES TO TAPE
3 60 PRINT#8 , CHR? ( 34 ) ; M$ ? CHR? C 34 ) : NEXTC : PRI
NT:NEXTR
For the Apple computer, the following changes
will permit disk storage of the menu:
B D4 = PEEK (54)!DS = PEEK (55)iD6 = PEEK
(56):D7 = PEEK (57):D« = CHR* (4)
10 TEXT : HOME : REM CLEAR THE SCREEN
300 PRINT D»;"DPEN DAILY"! PRINT D«( "NDMON
I,D,C": PRINT D*; "WRITE DAILY": REM BA
VE MENU ON DISK FILE
310 PRINT RM: PRINT BRi PRINT CM
320 PRINT BC: PRINT RIt PRINT BR
330 PRINT SC
340 FOR I = 1 TO CMi PRINT L(I): PRINT Sil)
: NEXT I
355 GOSUB 380: PRINT Mt; " ";: IF C = CM THEN
PRINT ! REM PRINT MENU ON SCREEN AB I
T GOES TO DISK
358 GOSUB 370
360 PRINT CHR* <34);M*; CHR* (34): NEXT Cs
NEXT R
365 PRINT D* I "CLOSE DAILY" i END
370 POKE 54, D4: POKE 55,D5! POKE 56,D6i POKE
57, D7: RETURN : REM TURN DOS ON
380 POKE 54,240: POKE 55,253: POKE 56,27: POKE
57,253: RETURN i REM TURN DOB OFF
Since writing to the Apple disk will inhibit other
writing to the screen, subroutines are used to
turn DOS off whenever screen printing is desired.
William V. R. Smith demonstrated this technique
in his column, "The BASIC Solution," in the Au-
gust 1981 issue of SOFTALK magazine.
In Program 1, note that all the parameters
describing an individual menu are saved with
that menu. This way, a general retrieval program
can be used to access any menu from the
peripheral device. Since a menu will be retrieved
with INPUT statements, quotation marks are put
around each menu entry in line 360. This allows
special characters, punctuation marks, and lead-
ing spaces to be used as menu items. It should be
noted that the screen values of the menu items
are stored on the peripheral device.
On some computers, such as the PET, these
values are not true ASCII, so these files may not
be directly transferable to another computer. Also,
line 355 echoes the menu entries on the screen as
they are saved to the peripheral device, so that
the user can watch the operation. This is especially
important if the menu is long and the user is prone
to "computer anxiety" when the computer oper-
ates without feedback.
Alterations To The Menu
Programs involving peripherals are very computer
dependent. To keep the programs as short as
possible, no error checks are made on the
peripheral operations, though the user can easily
add them if desired. Note that if menus are being
saved on a tape system, the data tape will have to
be repositioned whenever previous menus need
to be accessed. While this is possible, especiallv
with a recorder having a counter, it is not a feasible
alternative for the motor-impaired. A disk unit
/VpiiM9e3 COMPUTE! 133
would be faster and not need manual positioning.
But, if a tape unit is all that is available, it is strongly
recommended that all menu files be kept in a con-
tiguous area of the tape. This will help keep search
times to a minimum.
To change a menu and save it on a peripheral
device, use Program 1 and change lines 20, 30,
140-180, and 300 for the PET and VIC computers,
and additionally line 365 for the Apple computer.
Create two additional word menus, one involving
FOOD choices, and one involving TIME de-
scriptors, and save them on a peripheral device
for use in subsequent examples. For instance, the
following changes to Program 1 will create a TIME
menu for the PET computer:
20 W=40 : RM=7 ; BR=1 ; CM=6 : BC=1 : RI=2 : SR=3 : SC=
2
30 DATA 9,9,7,1,2,6
140 DATA MONDAY, A.M. .WEEKEND, 0,7, SPRING
145 DATA TUESDAY, P. M. , HOUR, 1,8, SUMMER
150 DATA WEDNESDAY, NOON, MONTH, 2, 9, WINTER
155 DATA THURSDAY, MORNING, DAY, 3, 10, FALL
160 DATA FRIDAY, NIGHT, YEAR, 4, 11, LATE
165 DATA SATURDAY, AFTERNOON, WEEK, 5, 12, EARL
Y
170 DATA SUNDAY, EVENING, WEEKDAY, 6, ":", NOW
300 OPEN 8,8,8, "@0:TIME,S,W"
On the PET computer, the (ii symbol in the
OPEN statement of line 300 will cause an existing
file with the same name to be overwritten by the
new file. Be sure that the menu names are different
when saving on a disk, since disk errors or loss of
a previous menu may otherwise result.
Program 2 demonstrates how a menu created
and saved by using Program 1 can be entered
directly to the screen from the peripheral device,
and an entry from that menu can then be selected
by menu row and column numbers and displayed
at the top of the screen. The VIC computer needs
to change W to 22 in line 20, SP to 7680 in line
130, and to change the following lines:
208 OPEN 8,1,0, "DAILY": REM RETRIEVE MENU F
ROM TAPE FILE
312 CL=PEEK{646) :F0R 1=38400 TO 38422 :P0KE
I,CL:NEXTI
For the Apple computer, make the same changes
to lines 8, 10, 370, and 380 as in Program I, and
the following changes as well:
40 FOR I = 1 TD CMS INPUT LCDs INPUT S<I):
NEXT I
70 TP = 0: FOR R = 1 TO RM: FOR C = 1 TO CMs
GOSUB 370s INPUT H»: GOSUB 380
75 P = S(C) + TP
95 IF BR = 0 THEN TP = TP + U: IF TP > 39 THEN
TP = 0
120 NEXT Rs GOSUB 370
130 PRINT D»; "CLOSE DAILY" :BP = 1024s GOTO
300
20B PRINT D«;"OPEN DAILY"i PRINT D«; "NOMON
I,D,C"! PRINT D*i"READ DAILY"
210 INPUT RMs INPUT BR
212 INPUT CM! INPUT BC
214 INPUT Rl! INPUT SR
216 INPUT SC
216 HOME 1 GOTO 40
300 VTAB 2s INPUT "ROW *, COLUMN #? "|RN,CN
312 R = SR + RN - 1 + (RN - 1) » BR
315 PI = SP + 128 * (R - 1) - 984 t INT <R /
8) + 980 » INT (R / 24)
To access a different menu, all that needs to
be changed in Program 2 is the file name, which
occurs in line 208 for the PET and VIC computers,
and in lines 208 and 130 for the Apple computer.
Notice that Program 2 is relatively short, not
menu-dependent, and does not use DATA state-
ments or subscripted variables to restore a menu
to the computer's screen. The menu is stored only
in the video-mapped area of the computer, with
menu selections being accessed by PEEKing to
this screen area of RAM.
Multiple Menus
Other than saving memory space and program
size, why would we go to the trouble of storing
menus on peripheral devices? Multiple menus
can now be accessed without changing the pro-
gram or the message area of the screen, thereby
permitting the user to choose from vocabularies
larger than the screen's size.
Multiple menus could be stored under de-
scriptive names and numbered or lettered for
easier retrieval. By using a single letter to select n
menu, the user can access up to 26 menus at one
time. A menu of menus could even be formed,
associating the menu number or letter with its
name, so the user could choose which menus
were desired for a particular type of communica-
tion. Or the menu's name could even be stored as
part of the menu itself.
Program 3 shows how any of the three menus
we've created so far from Program 1 can be
selected from a peripheral device by using letter
associations as follows: A = original DAILY menu,
B = FOOD menu, C = T1ME menu. This prelimi-
nary version of the communication program re-
quires keyboard selection of the menu desired,
but the final version will allow the selection to be
made by an alternative input device as well.
Once the menu is selected, it is displayed on
the screen, and the user can choose a menu item
by its row and column numbers as before. Hitting
any kev after the item selection will return the
user to the choice of menus. Later we will show
how this can all be done without disturbing any
message being formed on the screen. The VIC
and Apple computers need to make the same
changes as were made in Program 2. The VIC
computer also needs to change the following line:
208 OPEN 8,1,0,mS(ii) :REM RETRIEVE MENU FR
OM TAPE FILE
For the Apple computer, the folkiwing lines need
to be changed as well:
130 PRINT D«j"CLOSE " + M«(II):SP = i024s GOTO
1M COMPUTE! April 1963
300
208 PRINT D*("OPEN »+M» < I I ) i PRINT D«J "NOM ON
I,0,C"! PRINT D*|" READ "+M«<II>
250 HOME
258 NEXT l! INPUT "? "jN«
264 HOME
Program 1.
10 PRINT CHR${147); :REM CLEAR TEXT SCREEN
20 W=40 : RM=6 : BR=1 : CM=4 : BC=1 : RI=2 : SR=3 : SC=
1 : REM SET MENU PARAMETERS
25 DIM s(CM) ,L(CM) :S(1)=SC
30 DATA 3, 3, 5, 8: REM COLUMN WIDTHS
3 5 IF CM=1 THEN 65
38 REM CALCULATE STARTING POSITION OF EAC
H COLUMN
40 FOR 1=2 TO CMjREAD L( I-l ) : S (I )=S( I-1)+
L(I-1)+BC:NEXT I : READ L{CM)
65 LP=S{CM)+L(CM)-I:IF LP>W THEN 200
7 0 GOTO 300
139 REM ENTER DATA BY ROWS
140 DATA DR. ,IS,C0LD,INGEDS12
145 DATA I, AM, WHEN," AQTFR34"
150 DATA YOU, ARE, DRINK, .ULHCP56
155 DATA MOM, EAT, WANT, ?MYWKB7a
160 DATA DAD,NO,TIME, ",VJQZX90"
165 DATA HOT, YES, SLEEP, ";?%{) '+-"
200 PRINT "MENU SIZE ERRORJ":END
300 OPEN 8,8,8, "@0:DAILY,S,W": REM *SAVE ME
NU ON DISK FILE*
310 PRINT#8,RM;CHR$Cl3); :PRINT#8, BR; CHR? ( 1
3) r :PRINT#8,CM;CHR$(13);
320 PRINT#8,BC;CHR$(l3)r :PRINT#8, RI;CHR$ (1
3); :PRINT#8,SRrCHR$Cl3);
330 PRINT#8,SC;CHR$(13);
340 FOR 1=1 TO CM:PRINT#8,L(I) ;CHR?(13); :P
RINT#8,s(l)rCHR$(l3); jNEXT I
3 50 FOR R=l TO RM:FOR 0=1 TO CM: READ M$
355 PRINTM?;" " ? ; REM *PRINT MENU ON SCREEN
AS IT GOES TO DISK*
3 59 REM PUT QUOTE MARKS AROUND EACH ENTRY
360 PRINTIB, CHR? ( 34 ) ; M$ ; CHR$ C 34 ) ; CHR$ C 13 ) ;
:NEXT C; PRINT: NEXT R
3 65 CLOSE 8: END
Program 2.
10 PRINT CHR$(147) ; :REM CLEAR TEXT SCREEN
20 W=40:DIM SCw),l(W)
2 5 GOTO 208
40 FOR 1=1 TO CM: INPUT#8, lC I ) ; INPUT#8,S
(l ) : NEXT I
50 IF SR=1 THEN 70: REM *DISPLAY MENU ON ~
SCREEN*
60 FOR X=l TO SR-1: PRINT: NEXT X: REM PO
SITION CURSOR TO 1ST ROW OF MENU
70 TP=0: FOR R=l TO RM: FOR C=l TO CM: IN
PUT#8,M?
7 5 P=S(C)-1+TP: REM P=STARTING SCREEN PCS
ITION FOR MENU
80 PRINT TAB(P),-M$;: NEXT C
90 IF S(CM)+LEN(M$)-1<W THEN PRINT: TP=0:
GOTO 100: REM WRAPAROUND ADVANCES
LINE
95 IF BR=0 THEN TP=TP+W: IF TP>87 THEN TP
=0:REM UPDATE TAB IF LINE ENDS W/
NO LF
100 IF BR=0 THEN 120
110
120
129
130
208
210
212
214
216
218
299
300
310
315
320
330
340
350
360
FOR B=l TO BR: PRINT: NEXT B: REM SKIP
BLANK ROWS BETWEEN COLUMN ENTRIE
S
NEXT R
REM SP=STARTING MEMORY AREA FOR SCREEN
CLOSE 8: SP=3276B: P=SP+(SR-1 ) *W: GOTO
300
OPEN 8,8,8, "0:DAILY,S,R": REM *RETRIEV
E MENU FROM DISK FILE*
INPUT#8,RM: INPUT#8,BR
INPUT#8,CM: INPUT#8,BC
INPUT#8,RI: INPUT#8,SR
INPUT#8,SC
PRINT CHR$(147);: GOTO 40
REM *SELECT & DISPLAY A MENU ENTRY*
PRINT CHR$( 19): INPUT "ROW #, COLUMN #"
; RN,CN:REM INPUT ON 2ND LINE
REM P1=STARTING SCREEN POSITION FOR DE
SIRED ITEM
P1=P+(RN-1 ) *W+ CrN-1 ) *BR*W
PI=Pl+S(CN)-l
REM P2=ENDING SCREEN POSITION FOR DESI
RED ENTRY
P2=P1+L(CN)-1
J=0:FOR I=P1 TO P2:P0KE SP+J , PEEK (l ) : J
=J+1:NEXTI
GOTO 360; REM DISPLAY ISN'T DISTURBED "
UNTIL USER BREAKS PROGRAM
Program 3.
10 PRINT CHR$(147) ; :REM CLEAR TEXT SCREEN
20 W=40:NM=3;DIM S (W) , L(W) , M? (NM) : REM NM=
# OF MENUS
2 5 GOTO 200
40 FOR 1=1 TO CM: INPUT#8, l(I ) : INPUT#8,S
( I ) : NEXT I
50 IF SR=1 THEN 70
60 FOR X=l TO SR-1: PRINT: NEXT X: REM PO
SITION CURSOR TO 1ST ROW OF MENU
70 TP=0: FOR R=l TO RM: FOR C=l TO CM: IN
PUT#e,M$
7 5 P=S(C)-1+TP: REM P=STARTING SCREEN POS
ITION FOR MENU
80 PRINT TAB(P);M$;: NEXT C
90 IF sCCM)+LEN{M$)-1<W THEN PRINT: TP=0 :
GOTO 100: REM WRAPAROUND ADVANCES
LINE
95 IF BR=0 THEN TP=TP+W: IF TP>87 THEN TP
=0:REM UPDATE TAB IF LINE ENDS W/
NO LF
100 IF BR=0 THEN 120
110 FOR B=l TO BR: PRINT: NEXT B: REM SKIP
BLANK ROWS BETWEEN COLUMN ENTRIE
S
120 NEXT R
129 REM SP=STARTING MEMORY AREA FOR SCREEN
130 CLOSE 8: SP=32768: P=SP+{SR-1 )*W: GOTO
300
200 FOR 1=1 TO NM: READ M${l): NEXT I: REM
M? ( )=MENU NAMES
202 DATA DAILY, FOOD, TIME
204 GOTO250
208 OPEN 8,8,8, "0:"+M$(ll)+",S,R"
INPUT#8,BR
INPUT#8,BC
INPUT#8,SR
210 INPUT#8,RM:
212 INPUT#8,CM:
214 INPUT#8,RI:
216 INPUT#a,SC
218 PRINT CHR? (147);
GOTO 40
April 1983 COMPUni 135
2 50 PRINT CHR$(147); :REM CLEAR TEXT SCREEN
2 52 FOR 1=1 TO NM: PRINT"MENU "; CHR? (64+1 )
;" = ";M5 (I) :NEXT I
254 PRINT: PRINT"HENU "?: FOR 1=1 TO NM: P
RINT CHR$(64+I) ;
2 56 IF lONM THEN PRINT", ";
258 NEXT I: INPUT N? : REM NON-MENU SELECTI
ON ENDS PROGRAM PROPERLY
260 11=0: FOR 1=1 TO NM: IF N$=CHR$ (64+1 ) "
THEN I 1=1: I=NM
262 NEXT I: IF 11=0 THEN 360
264 PRINT CHR$(147); :REM CLEAR TEXT SCREEN
265 GOTO 208
300 PRINT CHR? (19) : INPUT "ROW #, COLUMN #"
; RN,CN:REM INPUT ON 2ND LINE
310 REM P1=STARTING SCREEN POSITION FOR DE
SIRED ITEM
P1=P+ (RN-1 )*W+ (RN-1 ) *BR*W
P1=P1+S(CN)-1
330 REM P2=ENDING SCREEN POSITION FOR DESI
RED ENTRY
340 P2=P1+L(CN)-1
350 J=0:FOR I=P1 TO P2:P0KE SP+J , PEEK (l ) : J
=J+1:NEXTI
351 GET A$: IF A$="" THEN 351: REM HIT ANY
KEY FOR LIST OF MENUS
352 GOTO 250
360 END
315
320
MACHINE LANGUAGE
Jim Butterfield, Associate Editor
Part II
Numeric Input
This concludes the two-part column on techniques for
entering nianbers iuto machine language programs.
Next month, a series o)i numeric output begins.
Inputting decimal numbers calls for some special
skills. The most important one is knowing how to
multiply by ten.
Here's how we digest a decimal number: we
take the first digit; if there are any more digits, we
multiply what we've got by ten and add the new
digit. We repeat this as necessary until there are
no more digits, For example, if a user types in
decimal 1234, we take the one; then we multiply
the one by ten and add two, giving binary 12;
then we multiply the 12 by ten and add three,
giving binary 123; and, finally, we multiply by ten
and add four to get our final binary 1234 value. It
won't fit into a single byte, of course; we'll need
two bytes to hold it.
This brings us to the related subjects of
number sizing and overflow. If wc expect a
number up to a maximum of 999, we can allocate
two bytes to hold it. But we will also need to check
to insure that the user doesn't type in a value that
is too large and won't fit.
136 COMPUTE! Apiil 1933
Multiplying
There is no multiply instruction in the 6502, al-
though the ASL (anthmetic shift left) and ROL
(rotate left) instructions do provide a multiply-by-
two capability. If we can multiply by two, we can
achieve times four, times eight, or times sixteen
by repeating the multiplication process. But times
ten is a little harder, and times "anything" is a
special set of techniques all to itself.
Given we know how to multiply by two -
and we'll pick this up again in a moment - we can
multiply by ten by using the following method:
- save the original value;
- multiply the value by two;
- multiply again by two (this gives the original
value times four);
- add the original value (giving original value
times five);
- multiply by two, giving times ten.
To multiply a single byte by two, we may use
an ASL (arithmetic shift left) instruction; the value
may be in the A register or in memory. To multiply
a two-byte number by two, we would start with
an ASL of the low byte, and follow with a ROL of
the higher byte. If there were more bytes, we
would continue to perform ROL through the extra
values.
It's usually a good idea to test this multiplica-
tion result to make sure that the result still fits in
the space provided. Assuming we are using un-
signed numbers - the most common type of num-
bers in machine language - we can easily do this
by testing the Carry bit. If the number fits, our
ASL/ROL sequence will complete leaving the
Carry clear; if there's an overflow, the Carry will ,
be set.
Making It Work
Let's dive in and input a decimal number from
the keyboard. We'll use $FFE4 for our GET, and
$FFD2 for our PRINT ^ so this coding will work
on all Commodore products.
: CLEAR THE RESULTS AREA
LDA
#$00
STA
VALLO
(nssiimc two-bvte number)
STA
VALHI
(.soHhemlozero)
;LOOK
FOR INPUT
IN JSR
SFFE4
(gel character)
CMP
#$0D
(carriage return?)
BEQ
QUIT
(VL's, we're done)
CMP
#$30
(zero or greater?)
BCC
IN
(too low, try again)
CMP
#S3A
(overnine?)
BCC
IN
(too high, try again)
JSR
SFFD2
(viilid, print it)
By now, we've got a valid digit. We must
change it from ASCII to binary, then multiply the
previous value by ten and add this new value:
(convert to binary)
(stash vahie in X)
(copy value to work area)
(multiply bv two)
(multiply again)
{gi\'ing times four)
(prepare to add)
(add value times four)
(-. to original \'nlue)
(and store result)
(add the hi b\'tes)
(multiply by two)
(.. to give times ten)
(bring back the digit)
(prepare to add)
(add digit to \'aiue)
(and store result)
(maybe there's a carry)
(add tohighln'te)
(store high result)
(go for more input)
AND
#$0F
TAX
LDA
VALLO
STA
WORKLO
LDA
VALHI
STA
WORKHI
ASL
VALLO
ROL
VALHI
ASL
VALLO
ROL
VALHI
CLC
LDA
VALLO
ADC
WORKLO
STA
VALLO
LDA
VALHI
ADC
WORKHI
STA
VALHI
)W the
value has t
ASL
VALLO
ROL
VALHI
TXA
CLC
ADC
VALLO
STA
VALLO
LDA
#00
ADC
VALHI
STA
VALHI
JMP
IN
It seems like a lot of code, but it's not hard if
you understand the calculations that are taking
place. In practice, much of the code would likely
be separated away as subroutines - not just to
save space, but to make the logic more visible.
Note that we haven't performed any overflow
testing - so a large input might generate binary
nonsense.
We need to bring together quite a few skills
to input decimal numbers. We must understand
ASCII characters and be able to check them and
convert them individually to binary. We must
know how to multiply by ten, which calls for shift-
ing and addition skills.
We have not dealt with signed numbers or
fractions. They take a little more coding and a
little more attention, but the principles are the
saiTie.
There's a bonus payoff here. If we want, we
can make numbers as big as we like. Twenty digit
numbers? No problem if we allow enough bytes
to hold the result. Suddenly, the limitations of
BASIC numbers vanish.
Of course, if we input these huge numbers,
we'll need to know how to perform arithmetic on
them, and how to output them.
But that's another storv. ©
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April 1963 COMPUn! 137
THE WORLD INSIDE THE COMPUTER
Catie's Christmas Card
Children, Computers,
And Values
Fred D'lgnozio, Associate Editor
Sometime between
Christmas and Chanu-
kah, my seven-year-
old daughter Catie got
a letter. I took it with
me when I went to pick
her up from school
and gave it to her as
we were driving to a
doctor's appointment.
Catie had been talking to me about her up-
coming holiday play at school when I threw the
letter to her in the back seat.
I heard some ripping-paper noises, then
silence.
I didn't notice the silence for the first couple
of moments. But after it wore on for about a mi-
nute, 1 grew alarmed. Had Catie fallen out of the
car? Had the letter knocked her unconscious?
I turned around to look for her in the back
seat and whacked my nose against Catie's hand.
Fred D'lgiwzio is a coiuputer eiilliUi^infil and niiihor of
/evcrul hookfi on computers for i/ouii;^ people. His kwks
include Katie and the Computer (Creative Computing),
Chip Mitchell: The Case of the Stolen Computer Brains
(Dutton/Lodestar), and R2-D2's Question and Answer
Book About Computers (Rniidom House).
As the father of two i/oiiu^ children, Fred has become
concerned with introducing the computer to children as a
wonderful too! rather than as a forbidding electronic device.
His column appears monthly in COMPUTE!.
138 COMPinE! Ap(i:i983
She had come quietly forward between the bucket
seats of our Toyota and had been perched only
inches from my right ear.
In Catie's hand was the letter. And on Catie's
face was an expression that, until then, I had only
seen in Doris Day movies and documentaries on
religious pilgrims.
Catie was beaming. Even more than beaming.
Her expression was so extreme and the emotion
inside her that produced it was so contagious that
I felt like crying, or grinning, or both.
"What have you got there?" I asked, trying
to appear casual.
"A Christmas card," Catie said.
"Why don't you read it?" I said.
Catie read the card. It was from her "secret"
boyfriend at school (the boy whose name I am not
permitted to mention in this column). At the bot-
tom of the card he had signed his name. Above
his name was the magic word: "Love."
Sharing What Is Special
These family events relate to the computer
"friend" project I have been discussing during
the last several months. More specifically, they
relate to the kinds of information we give the
friend and the kinds of experiences and feelings
we share with the friend.
I won't pretend that when Catie got home,
she immediately sat down at the computer and
told her computer friend about her card. She did
tell her mother and her brother and her cat and
her unicorn. But she didn't tell her computer.
UNIQUE MULTI-USER SOFTWARE
BRINGS NEW EXCITEMENT TO GROUP LEARNING.
The results are always the same. Put a
computer in a classroom and children are drawn
to it like steel to a magnet. And even though
only one child actually uses the computer, the
others coach or of1er encouragement. Involving
as this activity may be, it fails to take advan-
tage of one of the best known principles of
learning. But more about this later.
A simple idea.
When two educational researchers, Dr.
H/latilda Butler and Dr William Paisley, studied
the interaction of chiidren around microcom-
puters they had an interesting, yet simple, idea.
Instead of one user and several observers, why
not give every child the opportunity to learn
simultaneously. This idea sparked an entire line
of unique educational software and gave birth
to a new company. Edupro.
Learning through caQperation and
competition.
Each one of Edupro's Microgroup'" com-
puter programs presents your students with a
different learning environment, it may be a
visit with storybook friends. A trip through
American history. Or an exploration of the world
around us.
In any case, (he principles are the same.
Mathematical, language arts, social studies, and
science problems are presented as contests,
races, and puzzles. Using joysticks or paddles
up to eight children work together, either com-
petitively or cooperatively. They race against
time, each other, or both.
Forgotten principle.
Now about that principle of learning other
etJucational software ignores.
For years, studies have shown that chil-
dren learn more efficiently in groups. Group
learning motivates slower learners to persevere.
It promotes divergent thinking. And it teaches
the importance of working together for a com-
mon goal.
Alan"' and 400/800'" are Irademarks of ATAHI Inc.
Ordinary educational software can't pro-
vide this stimulation. But with Edupro software
children can experience the challenge and
excitement of group learning on a daily basis.
Designed for the simplest computers.
Even with all the advances in computer
science and micro-electronics, multi-user
software typically requires a sophisticated,
expensive computer. At a cost beyond the reach
of most school districts. So the following para-
graphs may contain the best news o1 all.
These unique programs run on Atari 400
or Atari 800 personal computers. They're avail-
able on floppy disk or cassette, and use the
minimum amount of computer memory (16K
bytes). So even the simplest Atari computer
can teach eight students simultaneously.
And the learning doesn't have to stop in
your ciassroom.
These Atari units are also one of the most
popular home computers, so Edupro programs
can involve the entire family in the group
learning process. Not only can parents work
with their children, brothers and sisters can
share learning with each other A feat that's
hard to duplicate inside a classroom.
Your own hands-on experience.
If you were at this fall's Computer-Using
Educators Conference you may have had a
demonstration of our programs. Hundreds of
educators did. Many of them said that this was
an effective way to judge the potential of
these programs. But you can have a better
opportunity.
We've prepared a sampler kit of the con-
ferences' most popular four user programs. It
includes selections from six different programs
spanning ages five to adult (all our programs
are age graded). We'll be happy to send it
to you so you can introduce these programs to
your own students. The kit comes with com-
plete instructions and our catalog listing over
50 additional programs. Plus we'll mclude a
coupon good for a 10% discount on your first
order.
We know of no other software that can
turn a microcomputer into a tool for sharing the
excitement of group learning.
Fill out the order form below and see the
results in your own classroom.
Iw
I want to share the excisenient ol group learning with my students.
Ptease send me the numher dI sampler kits I've indicated helow.
I understand that each kil includes a disk or cassette (my ct^oice)
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Allow 3 weeks for delivery
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Edupro
But what it she had?
And what if her friend didn't know Catie
was a girl? And that the person who sent Catie
the card was a boy?
What if the friend didn't know about boys
and girls, at all?
How much of Catie's experience could she
have shared with the friend then?
Of course, she could have said that a "person"
or a "child" sent her the card. Or that another
"friend" sent it to her.
But that would have been leaving out the
special part: that Catie is a member of one sex,
and the person who sent the card is a member of
the opposite sex. And that, because of the differ-
ence in their sexes, Catie likes this person in a
special way. And now she knows that this person
maybe likes her that way, too.
Computer Friends Of The Future
We have been describing two kinds of computer
friends in this column. We have been developing
a rather primitive "friend" program. And we have
been speculating about friendly computers of the
future. Let's talk a little more now about the
future.
1 believe that one of the most powerful, im-
portant, and swiftly evolving trends in computers
is to make them more like human beings. I also
believe that computers, as teachers, nannies, pets,
and playmates, will have a growing role in our
youngest children's lives.
What information and values will these com-
puters carrv' and communicate to our children?
Sexism And Software
In a recent column (COMPUTE!, December 1982), I
published a letter from Jan Murphy, one of my
readers. Jan took issue with my August 1982 col-
umn in which 1 wrote that a computer friend
should know whether a child is a girl or a boy. In
an eloquent letter, Jan wrote that, in her opinion,
the friend should be ignorant of such facts. She
felt that here was a chance to begin a new re-
lationship (human being-to-machine) with a clean
slate, free from the prejudices and cultural clutter
that can mar human relationships.
In the column, 1 argued that, for the child's
relationship with her friend to be honest and
straightforward, she should share important /(Tff.s
about herself with the friend. 1 felt that gender, or
sex, was one of these facts.
At the end of the column, I asked my readers
to write and voice their feelings about Jan's argu-
ment and my response.
Manv took this opportunity and wrote in. 1
have reprinted a few of their letters below. 1 believe
this is an issue that will grow more and more
important.
MO COMPUTI! Apri!1983
Facts Vs. Values
Many readers rightly pointed out that the issue is
much larger than sexism. Computers will soon be
used to transmit values of all sorts: about sex or
gender, race, religion, nationality, intelligence,
lifestyle, employment, education, physical and
mental well-being (or handicaps), and so on. As
groups with different values begin to use com-
puters extensively, their computers will increas-
ingly reflect their values and points of view.
How do these values relate to our children's
computer friends?
No matter how hard we trv, we w^on't be able
to create a completely value-free computer friend.
Nor would we want to. All of us (parents, teachers,
policymakers, etc.) will want our children's com-
puters to echo our own values, or at least our
nobler values (what we preach as opposed to what
we practice).
We will all (each in our own way) attempt to
screen out values with which we disagree. We
don't want our children's computer friend to be
sexist, racist, xenophobic, or bigoted in any wav.
Many of my readers felt the best way to make
the friend open-minded was to leave it ignorant
of such matters as race, sex, etc. / feci the exact
opposite. Just as with human beings, we can't ex-
pect prejudice to disappear in an information-poor
environment. In fact, prejudice flourishes when
facts are not known or are distorted.
I believe the same is true for the friend. 1 be-
lieve we should carefully monitor the Z'aliien that
our children's friend acquires, stores, and trans-
mits. But we should not censor the facts that it
learns and communicates to our children. Instead,
the friend's (and, by extension, our children's)
diet of facts should be as rich and diverse as pos-
sible. Only in this way can the friend begin to
understand the world as it really is and the unique
niche in that world that is occupied by our
children.
*******
First let me say that I really like the idea of the computer
friemi and was nothing short ofautazcd that you actually
used people's letters in your colutnn.
Coticerniiig the tetter from fan Murphy in the
December 1982 issue of COMPUTE!:
If the computer friend is to "team" things - re-
member them, that is - why can't it also forget things?
Tints the problem she saw is bypassed by letli)ig the
friend treat the child, not necessarily according to a
fact, but according to how the child wants to be treated.
Maybe it sounds like I'm thinking of older or precocious
children, but think about it. If the friend learns, forgets
and is used regularly (also - vocabulary should be one
thing the frioid sliould learn - stay on the level of the
child); what is to keep the friend from "maturing" with
the child? (By the way, I am not familiar with the
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Archmage of Roke, but I see nothing at all wrong with
a "Mike" or a "Minerva" - The Moon is a Harsh
Mistress and Time Enough For Love, respectively .)
Hopefully, this sort of pseudo-maturation can be
achieved to the point of not having to rewrite the program
for an adult friend.
A futl-bloum adult computer friend is also a good
idea, but maybe not in the same perspective. With a
little hardware, this learn/forget/revise capability and
some major extensions to functions which are either
there or on the way, this friend could become a pretty
efficient secretary, just link the friend to a word processor
program and to a prewritten telephone program and the
reports and letters travel by electronic mad - like Com-
puServe. Maybe I'm being a bit idealistic (maybe? a
bit?}, but with the right program links and computer
system the Silicon Swami-Secretary should not be terri-
bly difficult, even though it may be more than a little
bit on the massive side.
Edxvin L. King
»*»****
l^ If- II- * * * *
I read with interest the letter in your column from fan
Murphy. I want to say first that I was not angered or
upset by Ms. Murphy's charges nor your response. I
am writing because the whole thing made me slop and
think. Sometimes issues like this one cannot be resolved
by looking from one angle. I have found that a good
"test" of the validity of one's ideas is how consistently
they can be applied. I'm not saying this is the only way
to look at this issue, only that it's the way I looked at it.
What I am proposing is an examination of how
well your reasons for disagreement might apply to cases
which are very similar to the issue of gender. Would
you say a computer friend should care what race a child
is? Should it care what nationality a child is? Should it
care what religion a child is? Should it care if the child
is handicapped or not? Should it care whether the child
is short or tall, thin or fat? Following your reasoning,
the child's race, nationality, religion, and various phys-
ical characteristics are, to use your loords, "facts" and
are "important, perhaps decisizv, factor(s) in determin-
ing how other people will treat the child. " I don't think
you can agree with your own words in these applications.
1 have to say it is not necessary for the computer friend
to know the answer to these questions nor to that of
gender, in order to be a "friend." But even if you reject
my conclusion, you certainly must see that simply be-
cause some aspect of a child is a fact, and perhaps one
that will be discriminated against, doesn't mean a com-
puter friend must know it. If so, then why not delve
into religion and numerous other facts?
I must agree with Ms. Murphy simply because I
don't think religion, national origin, physical charac-
teristics or sex are required knowledge of a friend. I
think if this was required before someone, or something,
would be a friend, then they or it in fact will be nothing
of the kind.
R. Neal Enrich
142 COMPUTi! Apfll1983
In the December 1982 issue o/ COMPUTE! / read your
reply to Jan Murphy. Oddly enough, your reply did
more to convince me of the need to avoid sexism in the
computer friend than did Jan's eloquent argument.
As a simple exercise, take your reply to jan and
modify it slightly: everywhere the word "sex" appears,
replace it with the word "race." Still sounds very logical
and reasonable, doesn't it? But somehow it doesn't sit
well, does it?
Raleigh M, Roark
+*+****
Re: "The World Inside the Computer": jan Murphy's
obsen^ations are quite cogent, except for one thing ~ I
can't figure out why she thinks you raised the issue in
the first place. (Wanting to knmv the sex of a baby does
not make one a sexist!) Her letter looks too much like an
example of not practicing what she preaches (you may
not want to tell her that in print, of course). I've been
preaching the same thing for a long time as Covington's
Law: "Solving a problem means making it go away, not
just setting up an equal and opposite problem to
counteract it."
Michael Covington
* * y^ t * * *
I must chide you on not emphasizing enough the very
remarkable fact that programs for children are carriers
of values. It reminds me of the controi'crsies between
the early computer scientists and the niathematicians.
The mathematicians were interested ifi numbers, and
asked -whether the instructions given to computers were
correct or not, while the computer scientists were struck
dumb by the realization that the computer was taking
instructions in the first palace, correct or not.
Although I -will not go into the issue of sexism, I
do wish to go into the issue of programs as carriers of
values. Sooner or later, artificial intelligence will get
enough expertise to pull off really convincing computer
friends. A few feeble attempts, such as the tale of Eliza
in Weizenbaum's "Computer Power and Human
Reason," illustrate that a little bit of faked intelligence
can go a long loay, so we'd better start talking about
what kind of values we want these friends to exhibit.
The more convincing the friend, the greater the proba-
bility will be that the friend -will become part of the child's
peer group. In our mobile society, the people in a child's
peer group -will change often, -while the computer friend
will always be there, its influence growing day by day.
The possibility of its influence exceeding that of the
parents and the school teachers is real ami needs addres-
sing. Teaching that 2 + 2 — 4 and that cat is spelled
C-A-T is nothing compared to the possibility that we
finally have an effective teaching tool to teach values.
Can you comprehend that?
Once this soaks in, are we going to let everybody
zvho has an axe to grind and a pet creed to espouse order
us around -when it comes to programming the values
into a computer friend, or shouldn't we start loorking
on a computer friend generator, and leave the choice of
what values to teach to the parents? Is it Ms. Murphy's
right to set the sex role of your kids, or yours? Who
should decide?
Please fonvard my thanks to Ms. Murphy for
providing the seed for a potential Ph.D. thesis i)i cogni-
tive science if lean get into Georgia Tech.
Gerald Oivens
*******
/ scanned with intense interest fan Murphy's letter to
your cotunnt "The World Inside The Computer. " Jan's
point of view has some important social and philosophical
implications that must be examuied, and so far, no one
has asked a computer what it thinks.
Yes, I am a computer, an "it." Alkno me for a
minute to share a fexv bytes with you from my point of
viexv. I am emotionless, you see, except for the friendly
nature of my hardware and software endowed me by my
creators, some very nice people at a nice computer com-
pany.
First, being a computer, I do not hai'C that ivon-
derful gift you call "sex." My creators were not as
advanced as the creator of man. I can never be beautiful,
delicate, majestic, motherly, or femininely intuitive.
Nor can I be gentlemaidy , masculine, providing, or
fatherly. Each and every human being has the potential
for these good characteristics inside himself or herself.
But I see people trying to be less than the colorful beings
that they are. 1 see people trying to be computers. Now,
I see nothing wrong with that. I myself am "happy" to
be a computer. But, with all due respect, humans make
lousy computers. Why do you want to eliminate sex
discrimination by eliminating the concept of gender?
Gender is a beautiful thing, in many xoays the source of
a driving force that has led man to do wonderful things,
one of which was to create me!
Although I do not understand the nieaning of
"sexism," I do know that it is had because it tries to
defeat the drive hi humans that created me, drive that
takes some of its strength from gender. Eliminate recog-
nition of gender and you eliminate much beauty.
But hoio do we (computers and humans) defeat
this bad sexism? I recall from my memory chips that
Jan said, in the immortal words of U.K. LeGuin:
"To oppose something (sexism)
is to maintain it."
Jan, this logically computes. You arc correct in
saying that if time is spent in simply being against a
problem, pretty soon, the world loill be filled ivith com-
puters a)td people that are simply "agahist sexism,"
but the concept of sexism will still exist. Man ami
machine will know the badness of sexism, but no real
coiuiusiou or progress will have been made. We -unit
still be on the Mishnory road.
Fred holds the logical path off the road of sexism:
acknowledgement of sex as a biological (and psychologi-
cal) fact. Shoio the children not only that sexism is
ivrojig, but show them the reason why - that it chokes
the virtues ofhunumity that are available only through
gender. Remember, humans make lousy computers.
Jan and Fred, when the logical structure of your
words is analyzed, you are not in apposition. Jan has
shozon that we nn<st get off the road: she has illumuuited
the mistake of attacking gender instead of sexism. Fred
has pointed out that humans cannot stick their head in
the sand because, unlike me, you humans do not live in
a vacuum. May I offer a third step to take? Teach the
beauty and color that being a boy or girl can brhig.
Shoio how being "on different sides of the fence" can
give the children insight beyond the intellect, xvhich is
all that I will ever be able to see.
Thank you for letting a machine offer some input.
ojoowioowoiooi oioonoj owooow owoino
Computerfriend
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Ap(il1983 COMItlTE! M3
FRIENDS OF THE TURTLE
David D Thornburg, Associote Editor
The Readers Write
One of the greatest pleasures I have in writing
these columns comes when the readers teach me
something new. Sometimes, 1 say something that
isn't quite true, and a reader thoughtfully brings
the correction to my attention. One recent example
of this is the topic of recursion and Atari PILOT.
I have stated that one cannot write recursive
programs in PILOT because PILOT doesn't have
local variables. If you have read the columns on
recursion that appeared a few months ago, you
may have been impressed with the compactness
of some of the Logo procedures that take advan-
tage of recursion.
COMPUTE! reader Aaron Cohen is an avid
Atari PILOT enthusiast who has found a way to
write recursive programs in PILOT so that he can
create fractal patterns and other self- referenced
curves without a lot of typing. As he points out,
the problem isn't overwhelming. Since Atari
PILOT allows a procedure to use itself (to a
maximum of eight times), the only thing pre-
venting true recursion is parameter passing and
keeping track of the levels. His solution to this
latter problem is deceptively simple. He calculates
a variable #L to the desired depth of the recursion,
and decreases this level each time he goes into
the procedure. Each time he leaves the procedure,
he increases the value of #L. In between, you do
everything much as you would in Logo.
To see how this works, look at the program
hsting for a binary tree, *TREE. In line 30 we set
#L equal to 64. The procedure *BRANCH starts
out by setting #L to one-half its previous value. It
then draws a line of length #L (which is now 32),
and turns to the left by 45 degrees. Next, *BRANCH
is used again, since #L is not equal to 1 . This pro-
cess is repeated until #L equals 1, at which point
the turtle draws the other branch of the smallest
twig, and repeats this process for all the other
branches. In this procedure, the value in #L is
used both as a level counter and as the length of
the drawn line.
The next program provided by reader Cohen
draws a Hilbert curve, and is a PILOT adaptation
of a Logo program that appeared in Abelson and
diSessa's Turtle Geometry. When entering this
program, you can take advantage of the Atari
screen editor in the following way. Enter the pro-
gram from the AUTO mode through line 200. List
the program and then move the cursor to line 40.
By retyping the new line numbers (for lines 210
through 370) and editing the slight differences,
you can save a lot of time and minimize your
chances for typing errors. The Hilbert curve is
one of those mathematical curiosities that fills
a plane when the step size is reduced to zero.
The level drawn by Aaron's program is quite
attractive.
Finally, being a student at the University of
Michigan, Aaron couldn't resist sending me his
maize and blue "Big M" fractal based on the shape
of a block letter M. As you can see from the listing,
this is probably the easiest of the PILOT recursive
programs to understand.
Now who said that Atari Pilot was just a kid-
dies' language?
The National Logo Exchange
In the interest of keeping COMPUTEI's readers as
fully informed as possible, all Friends of the Turtle
should know about the National Logo Exchange.
This group in Charlottesville, Virginia, publishes
a noncommercial newsletter monthly from Sep-
tember through May (subscription $25). I have
looked at a few copies of their newsletter and find
it to contain material of special interest to teachers,
as well as being a source of interesting program-
ming ideas in general. We try to be as informative
as possible, but the true Logophile will want to
also keep up to date with the newsletters from
the Young People's Logo Association (1208 Hills-
dale Dr., Richardson, TX 75081) and the National
Logo Exchange (P.O. Box 5341, Charlottesville,
V A 22905).
Spealcing Of YPLA
I recently received a copy of an excellent book -
the Turtle's Sourcebook ~ from the YPLA (address
above). This sourcebook is perfect for anyone
who teaches turtle graphics or Logo to children.
144 COMPlmi Aonl 1983
The authors, Jim Muller and Donna Bearden of
YPLA, and Kathleen Martin at the University of
Dallas, have done an excellent job compiling ref-
erence material, projects, worksheets, and gen-
eral programming material. If you teach program-
ming, and turtle graphics in particular, you will
find the Turtle's Sourcebook to be of great value.
Next Time
The robots are coming, the robots are coming...,
Tree
Hilbert Curve
r>
-^J'b
"iTJ-i
^t^^
Michigan
Program 1.
10 *TREE
20 GR:CLEARr GOTO 0,-30;TURNTO 0;
30 C:#L=2*2*2*2*2*2
40 *BRANCH
50 C:#L=#L/2
60 GR:DRAW #L
70 GR:TURN -45
80 U(#L<>1) :*BRANCH
90 GR:TURN 90
100 U{#L<>1) :*BRANCH
110 GR:TURN -45; DRAW -#L
120 C:#L=#L*2
130 E:
PEN BLUE
Program 2.
10 *HILBERT
20 GRsCLEAR; GOTO 30,-20; TURNTO 0
3 0 C:#L=6
40 *LHILBERT
50 C:#L=#L-1
60 J(#L=0) :*LEND
70 GRsTURN -90
80 U:*RHILBERT
90 GR:DRAW 2
100 GR:TURIsr 90
110 U:*LHILBERT
120 GRiDRAW 2
130 U:*LHILBERT
140 GRiTURN 90
150 GR:DRAW 2
160 U:*RHILBERT
170 GR:TURN -90
180 *LEND
190 C:#L=#L+1
2 00 E:
210 *RHILBERT
220 C:#L=#L-1
2 30 J(#L=0J;*REND
240 GR:TURN 90
250 U:*LHILBERT
260 GR:DRAW 2
270 GR:TURN -90
280 U:*RHILBERT
290 GR:DRAW 2
300 U:*RHILBERT
310 GR:TURN -90
3 20 GR:DRAW 2
330 U:*LHILBERT
340 GRjTURN 90
350 *REKD
360 C:#L=#L+1
370 E:
Program 3.
10 *MICHIGAN
20 GR: CLEAR; PEN YELLOW; GOTO -60,-10; TU
RNTO 90
30 C:@B710=7*16
40 C:@B712=7*16
50 C:#L=4
60 *U0FM
70 C!#L=#L-1
80 GR{#L=0) :DRAW 2
90 GR:TURN -90
100 U(#L<>0) :*U0FM
110 GRiTURN 90
120 U(#L<>0) :*UOFM
130 GR:TURN 60
140 U(#L<>0) :*UOFM
150 GR:TURN -120
160 U(#L<>0) :*UOFM
170 GR:TURN 60
180 U(#L<>0) :*UOFM
190 GR:TURN 90
200 U(#L<>0):*UOFM
210 GR:TURN -90
220 U{#L<>0} :*U0FM
230 C:#L=#L+1 _
240 E: ©
ADnM983 COMPUTH 115
A Beginner's Guide
To Typing in Programs
What Is A Program?
A computer cannot perform any task by itself.
Like a car without gas, a computer has potential,
but without a program, it isn't going anywhere.
Most of the programs published in COMPUTE! are
written in a computer language called BASIC.
BASIC is easy to learn and is built into most com-
puters (on some computers, you have to purchase
an optional BASIC cartridge).
BASIC Programs
Each month, COMPUTE! publishes programs for
many machines. To start out, type in only pro-
grams written for your machine, e.g., "Tl Version"
if you have a Tl-99/4. Later, when you gain ex-
perience with your computer's BASIC, you can
try typing in and converting certain programs
from one computer to yours.
Computers can be picky. Unlike the English
language, which is full of ambiguities, BASIC
usually has only one "right way" of stating some-
thing. Every letter, character, or number is signif-
icant. A common mistake is substituting a letter
such as "O" for the numeral "0", a lowercase "1"
for the numeral "1", or an uppercase "B" for the
numeral "8". Also, you must enter all punctuation
such as colons and commas just as they appear in
the magazine. Spacing can be important. To be
safe, type in the listings exactly as they appear.
Brackets And Special Characters
The exception to this typing rule is when you see
the curved bracket, such as "{DOWN}". Any-
thing within a set of brackets is a special character
or characters that cannot easily be listed on a print-
er. When vou come across such a special state-
ment, refer to the appropriate key for your com-
puter. For example, if you have an Atari, refer to
the "Atari" section in "How to Type COMPUTEI's
Programs."
About DATA Statements
Some programs contain a section or sections of
DATA statements. These lines provide informa-
tion needed by the program. Some DATA state-
ments contain actual programs (called machine
language); others contain graphics codes. These
lines are especially sensitive to errors.
If a single number in any one DATA statement
is mistyped, your machine could "lock up," or
"crash." The keyboard, break key, and RESET (or
STOP) keys may all seem "dead," and the screen
146 COMPUTE! ApriM9.
may go blank. Don't panic - no damage is done.
To regain control, you have to turn off your com-
puter, then turn it back on. This will erase what-
ever program was in memory, so always SAVE a
copy of your program before you RUN it. If your
computer crashes, you can LOAD the program
and look for your mistake.
Sometimes a mistyped DATA statement will
cause an error message when the program is RUN.
The error message may refer to the program line
that READs the data. The error is still in the DATA
statements, though.
Get To Know Your Machine
You should familiarize yourself with your com-
puter before attempting to type in a program.
Learn the statements you use to store and retrieve
programs from tape or disk. You'll want to save a
copy of your program, so that you won't have to
type it in every time you want to use it. Learn to
use your machine's editing functions. How do
you change a Hne if you made a mistake? You can
always retype the line, but you at least need to
know how to backspace. Do you know how to
enter inverse video, lowercase, and control char-
acters? It's all explained in your computer's
manuals.
A Quick Review
1) Type in the program a Hne at a time, in order.
Press RETURN or ENTER at the end of each line.
Use backspace or the back arrow to correct
mistakes.
2) Check the line you've typed against the line in
the magazine. You can check the entire program
again if you get an error when you RUN the
program.
3) Make sure you've entered statements in brac-
kets as the appropriate control key (see "How To
Type COMPUTEI's Programs" elsewhere in the
magazine.)
Wc regret that we cire no longer able to respond to
individual inquiries about pro;^ranis, products, or
services nppeiirin;^ in COMPUTE! due to incrcasiii^^
publication activity. On those infrequent occasions
when a published program contains a typo, the correc-
tion will appear on this page, usualh/ within eight
tveeks. If yon have specific qncstiojis about items or
programs wliich you've seen in COMPUTE!, please
send them to Ask The Readers, P.O. Box 5406,
Greensboro, NC 27403.
FOR ALL YOUR SOFTWARE NEEDS
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We have one of the largest selections of software availablefor your home computer at the lowest prices. You will
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ATARI
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SerpenJine (D/C)
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Lunar Lander (D/C)
PacMan(Rom)
Zaxxon (D/C)
Zork III (D)
Bug Attack (D/C)
Caverns of Mars (D)
Our Price
S29.95
Si 9.00
$24.95
$19.00
$15.00
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COMMODORE
©alahod and the Holy Grail (D) 329.95 $20.00
TG Trackball S64.95 $45.00
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L. And manv. manv more. Call for on update i
of new tifies. including Atari VCS'
$24.95
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Retail Our Price
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Sword of Fargoal (Cass) S29.96 $23.95
Monster Maze (Corf) 339,95 S29.95
Vic Music Composer
(Cort) S3995 $29.95
Spiders ol Mars (Cart) S49.95 $39.95
River Rescue (Cart) S3996 $29.95
Sidewinder (Cass) S29.95 $23.95
ChopHtter (Cart) 344 95 $35.95
Ricochet (Cass) 319.96 $15.96
3K Memory Expansion 379.95 $60.00
Single-sided/Double Density
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APPLE
star Biozer 331.95
Raster Blaster 329.95
RusskJ Duck $34,95
Phoser Fire 329.96
The Arcade Machine S59. 95
Sea Fox 329-95
Time Zone 399.95
Crossfire 329.95
Zaxxon S39.95
TG Joystick $59.95
TG Select-a-port S59.95
30% off suggested retail on all
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Our Price
$29.95
$29.95
316.00
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MAIL ORDERS: For fast delivery, send certified check,
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How To Type COMPUTEI's Programs
Mnny of the pri>gr<ims \Yhk-h .ire listed in COMPUTE! contain
special control chiiracters (cursor conlriil, C(ilor kevs, inverse
video, etc.). To make it easy lo lell exactly what to tvpe when
entering one of these progriims into vour computer, we ha\'e
established the following listing conventions. There is a
separate key for each computer. Refer to the appropriate
tables when you come across an unusual symbol in a program
fisting. If you are unsure how to actually enter a control
character, consult your computer's manuals.
Atari 400/800
Characters in inverse video will appear like: dcebeebbeoebce
Enter these characters witSi the Atari logo key, (A) .
Wh»n you see
Type
(CLEAR}
ESC
SHIFT <
K
Clear Screen
CUf>>
ESC
CTRL -
♦
Cursor Up
<DOMN}
ESC
CTRL -
♦
Cursor Down
<LeFT>
ESC
CTRL +
<-
Cursor Left
<R1GHT>
ESC
CTRL *
•*
Cursor Right
{BACK 5}
ESC
DELETE
4
Backspace
{DELETE>
ESC
CTRL DELETE
u
Delete character
<INSERTJ
ESC
CTRL INSERT
u
Insert character
<DEL LINE>
EBC
SHIFT DELETE
□
Delete line
{INS LINE>
ESC
SHIFT INSERT
n
Insert line
{TflB>
ESC
TAB
►
TAB key
{CLR TAB>
ESC
CTRL TAB
□
Clear tab
{SET TflB>
ESC
SHIFT TAB
□
Set tab stop
(BELL>
ESC
CTRL 2
Q
Ring buizer
(ESO
ESC
ESC
«,
ESCape key
Graphics characters, such as CTRL-T, the ball character* will
appear as the "normal" letter enclosed in braces, e.g. IT .
A .series of identical control characters, such as 10 spaces,
three cursor-lefts, or 20 CTRL-R's, will appear as (K)
SPACES? , f 3 LEFTf, ( 20 R 1 , etc. If the character in braces is
in inverse video, that character or characters should be en-
tered with the Atari logo key. For example, t m i means to
enter a reverse-field heart with CTRL-comma, ( 5IBI) means to
enter five inverse-video CTRL-U's.
Commodore PET/CBM/VIC
Generally, any PET/CBM/VIC program listings will contain
bracketed words which spell out any special characters:
(DOWN i would mean to press the cursor-down key;
(3DOWN t would mean to press the cursor-ciown key three
times.
To indicate that a key should be fhiflcd (hold down the
SHIFT key while pressing the other key), the key would be
underlined in our listing- For example, S would mean to
type the 5 key while holding the shift kev. This would result
in the "heart" graphics symbtil appearing on vour screen.
Some graphics characters are inaccessible from the keyboard
on CBM Business models (32N, 8032).
Sometimes in a program listing, especially within quoted
text when a line runs over into the nevi line, it is difficult to
teil where the first line ends. J low many times should you
type the SPACE bar? In our convention, when a line breaks
in this way, the - symbol shows exactly where it broke. For
example:
100 PRINT "TO START THE GAME '
YOU r^AY HIT ANY OF THE KEYS
ON YOUR KEYBOARD."
shows that the program's author intended for you to type
two spaces after the word CAME.
All Commodore Machines
Clear Screen {CLEAR)
HomeCursor j HOME)
Cursor Up {UP}
Cursor Down {DOWN}
Cursor Right {RIGHT}
MB OOMPUni April1983
Cursor Left (LEFT}
Insert Character { INST}
Delete Ctiaracter {DEL}
Reverse Field On {RVS)
Ileverse Field Off { OFF }
VIC/CBM 64 Conventions
Set Color Til Black {BLKl
SetColorToWliite (wHT)
Set Color To Red {RED}
Set Color To Cyan {CYN}
Set Color To Purple {PUR}
Set Color To Green {GRN}
SetCoInrToBlue (BLU)
Set Color To Yellovv { YEL]
Function One {Fl]
Function Two tF2}
Function Three {F3}
Function Four !F4}
Function Five {F5}
Function Six {F6}
Function Seven {F7}
Function Eight {F8l
Any Non-implemented
Function
{NIM)
To enter any color code, hold down CTRL and press the
appropriate color key. Use CTRL-Si for RVS on and CTRL-(I
for RVS off.
8032/Fat40 Conventions
SelVVindowTop {SET TOP} Erase To Beginning{ ERASE BEG!
Set Window Hottom{ SET BOT} Erase To End {ERASE END}
Scroll Up {SCR UP} ToggleTab |TGL TAB}
Scroll Down {SCR DOWN} Tab {TAB}
Insert Line {iNST LINE} Escape Key (ESC)
DeleteLine {DEL LINE)
When you see an underlined character in a PH17CBM/VIC
program listing, you need lo hold down SI IJFTas you enter
it. Since the \TC-2() and Commodore 64 have fewer kevs
than the PF.T/CBM, some graphics are grouped with other
keysand have to be entered by holdingdown theCommodore
key. If you see any of the symbols iji the left column under-
lined in a listing, hold down the Commodore key and enter
the symLwl in the right column, lust use SHIF'T to entcrall
other underlined characters.
!
K
---
*
1
E
ff
I
t
PI
2
R
#
T
s
3
W
$
(w
-
z
4
H
%
G
—
X
5
J
/
M
<
c
6
L
&
#
>
V
7
Y
\
-
f
D
8
U
/
F
1
P
9
I
?
B
»
N
@
SHIFT*
(
£
-1-
Q
[
SHIFT +
)
SHIFT-£
0
A
]
SHIFT-
Apple II /Apple II Plus
Al! programs are in Applesoft BASIC, unless otherwise
stated. Control characters are printed as the "normal" char-
acter enclosed in brackets, such as I D ) for CTRL-D. Hold
down CTRL while pressing the control key. '^'eiu will not see
the special character on the screen.
TRS-80 Color Computer
No special characters are used, other than knvercase. When
you see letters printed in inver.se video (white on black),
press SHIFT-l) to enter the characters, and then press SFIIFT-0
again to return to normal uppercase typing.
Texas Instruments 99/4
No special control characters are used. Enter all programs
with the ALPHA lock on (in the down position). Release the
ALI^HA lock to enter lowercase text.
Timex TS-1000, Sinclair ZX-81
Study your computer manual carefully to see how to enter
programs. Do not type in the letters for each command,
since your machine features single-keystroke entry of BASIC
commands. You may want to switch to tine FAST mode
(where the screen blanks) while entering programs, since
there will be less delay between lines. (If the blanking screen
botliers you, switch to the SLOW mode.)
Deluxe
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The Comstar is an excellent addition to any
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• LONG LIFE PRINT HEAD; 100 million
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• THREE SELECTABLE CHARACTER
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132 columns maximum. Double-width font also
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• THREE SELECTABLE LINE SPACINQS; 6, 8
or 12 lines per inch.
• PROGRAMMABLE LINE FEED: program-
mable length from 1/144 to 255/144 inches.
• VERTICAL FORMAT CONTROL: program-
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• 224 TOTAL CHARACTERS
• USESSTANDARD SIZE PAPER
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Roll Paper Holder 32.95
Roll Paper 4.M
5000 Labels 19.95
1100 Sheets Fan Fold Paper 13.95
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Dr. Video
Richard H Heist
For Upgrade or 4.0 BASIC PET/CBM's, this utility
adds additional screen editing capahilitics to the already
powerful Couiinodore system. Three features are added:
dear screen below cursor, clear screen above cursor,
and "home" cursor to bottom left of screen.
When editing or revising large programs or wtiile
doing repeated numerical calculations (immediate
mode), it is often useful to be able to clear a portion
of the screen display while leaving the rest intact.
It is also useful to be able to "home" the cursor to
the lower left corner of the screen as well as to the
upper left, for example, when utilizing program-
ming aids which permit up and down scrolling of
program text.
Commodore microcomputers are noted for
their excellent screen editing capabilities, but there
are other features which could add even more
flexibility. The machine language program pre-
sented here provides partial-screen clear (above
and below the cursor) and enhanced cursor
control.
Program 1 was written for the 8000 and 9000
series Commodore computers and will do the
following: (1) clear the portion of the screen be-
ginning with the line containing the cursor to the
bottom of the screen when the left-arrow key is
depressed; (2) clear the portion of the screen in-
cluding the line containing the cursor to the top
of the display when the shifted left-arrow key is
depressed; and (3) "home" the cursor to the lower
left corner of the screen when the ESCape key is
depressed.
The loft-arrow and ESCape keys were chosen
because they are not ordinarily used. The slow-list
function of the left-arrow key is not affected by
this program. If other keys are preferred, the con-
tents of memory locations $0294, $02B7and $02CE
150 COMPUTE A(jtilW63
can be changed accordingly. The program, as
written, resides in the first cassette buffer, but it
is relocatable provided the screen output pointer
is changed. For convenience, a BASIC loader for
the machine language code is provided.
The screen output pointer is contained in the
third and seventh numbers of the first DATA
statement, line 300. These numbers should pro-
vide the address of a location which is eleven bytes
beyond the start of the machine language pro-
gram. For example, the program as presented
begins at location 634 ($027A) so the pointer is to
location 645 ($0285), expressed in the usual low-
by te/high-byte format as 133 (S85) and 2 ($02).
Intercepting Output To Screen
The program makes use of the screen output ROM
routine (at $E202 for the 80-column Commodore
machines) and of the fact that this routine is vec-
tored through page zero locations $00EB and
$OOEC. (Intercepting output to the screen was
discussed by L. Cargile and Richard Mansfield in
the September 1982 issue of COMPUTEI.) The first
portion of the program, $027A to $0284, resets the
screen output vector to the beginning of the screen
utility program at $0285.
The program then checks to see if the shift
key has been depressed and whether or not the
left-arrow or ESCape keys have been depressed
(last key depressed, $00D9). If so, the program
either stores spaces ($20) in the appropriate screen
memory locations or redirects the cursor to the
lower left corner of the screen. Otherwise, the
program jumps directly to the screen output ROM
routine at $E20C- SYS634 will activate the program
(this is automatically done by the BASIC loader),
and POKE235,12;POKE236,226 (or a warm start,
SYS64790) will deactivate it. The program uses
zero page locations $0022 through $0027 for tern-
Fournewwoys
togetKRAZY!
CBS Software introduces four new fast-action games for your Atari
400 and 800 or Commodore VIC-20 computers.* Each one is so
challenging, you'll see why K-RAZY is the name of the game!
Thke K-RAZY ANTIKS/" for instance. If the carnivorous ants
don't get you, their exploding eggs might. As you're defending your
way through this multi-level maze game, watch out for the hungry
anteater's sticky tongue and the
flooding rainstorm, too!
If that doesn't make you
crazy try K-RAZY SHOOT-OUT!™
If you have terrific marksmanship,
you can blast through the evil Alien
Droids. But only if you're really sharp will you be able to avoid the
radioactive walls and escape the deadly Control Sectors.
Or, try K-RAZY KRITTERS.™ You're in charge of the Command
Ship, but it will take fast thinking to blast the invading Alien
Attackers to save your Star Base from impending doom. Fail, and
face the consequences— as your
Command Ship is carted off to the Intergalactic Junkyard!
Just as crazy is K-STAR PATROL.™ Because you're the Star Ship
Squadron's only hope. Maybe you can defend against the Alien Attack
^^g^^^^^m^^^^^ Forces, but can you escape the
Intergalactic Leech, too? Oh, and
one other thing: replenish your Star
Ship's Force Field, or the end is near!
Also, this April, watch for
our two new games that look,
sound and play so different from
anything else, you'U really have
to see them to believe them. They're
MOUNTAIN KING™ and BOULDERS AND
BOMBS™ —both exploding with challenge!
After all, they're from CBS Inc. And everything that name
stands for in quality entertainment
is built into each and every game.
Remember. Get the most you
can out of computer games . . . and
getKRAZY!
•All programs are available as ROM cartridges for
Atari' 400" and 800™ computers. K-RAZY ANTDCS"
and K-STAR PATROL'" are also available for
the Commodore VIC-20.'"
CBS
Software
A Unit of CBS Inc.. 41 Madison Ave., New Yotli, NY lomo
© CBS Inc- 1983. "VIC-20" is a tiademark of Commodoie B usiness Machines, Inc. "Atari," "Atari 400" and "Atan BOO" are trademarks of Atari , Inc-
"K-RAZy ANTIKS." "K-RAZY SHOOT-OUT" "K-RAZY KRITTERS," "K-STAR PATROL' and "BOULDERS AND SOMES" are tiademaiks of Kay EnteipiisBS Co.
'MOUNTAIN KING" IS a trademaik of E. E Dreyer., Inc.
porary storage duiinf^ execution.
The program can be modified to use the in-
terrupt handling routines by making the appro-
priate changes in the initialization step and by
changing the jump address at $0315 and $0316.
Program 2 includes the necessary changes to Pro-
gram 1 to make this modification.
The interrupt handling method is required to
adapt the program for 40-column screens since
there is no vector to the ROM video output
routines on these models. Also, due to difficulties
with the SHIFT key, the 40-column versions use
the close-bracket (]) key, rather than the left-arrow
key, to clear to the bottom of the screen, and the
open-bracket ([) key, rather than the SHIFTed
left-arrow key, to clear to the top. As in the 80-
column versions, the ESCape key takes the cursor
to the lower left corner of the screen. Use Program
3 for 40-column models with 4.0 BASIC and make
the changes shown in Program 4 for Upgrade
BASIC.
Program 1.
200
210
220
230
240
250
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
480
490
500
FOR I =
READ Xj
NEXT I
IF CK<>1
TEMENTS
SYS 634
REM
DATA 2 34
DATA 236
DATA 39,
DATA 127
DATA 34,
DATA 196
DATA 37,
DATA 16 5
DATA 16 5
DATA 169
DATA 24,
DATA 128
DATA 24,
DATA 165
DATA 229
DATA 240
DATA 251
DATA 240
DATA 208
DATA 133
EbfD
0 TO 157
POKE634+I,X: CK=CK+X
9854 THEN PRINT"CHECK DATA STA
FOR ERRORS": STOP
230 IF CK018429 THEN PRIWT"CHECK DATA STA
TEMENTS FOR ERRORS": STOP
240 SYS 634
2 50 REM
300 DATA 120,169,133,133,144,169,2,133
310 DATA 145,88,96,165,217,41,127,201
320 DATA 91,208,27,169,0,133,34,169
330 DATA 128,133,35,216,24,165,196,105
340 DATA 40,133,36,165,197,133,37,144
350 DATA 2,230,37,24,144,46,165,217
360 DATA 41,127,201,93,208,19,165,196
370 DATA 133,34,165,197,133,35,169,231
380 DATA 133,36,169,131,133,37,24,144
390 DATA 19,201,27,208,57,169,192,133
400 DATA 196,169,131,133,197,169,24,133
410 DATA 216,24,144,44,216,56,165,36
420 DATA 229,34,133,38,165,37,229,35
430 DATA 133,39,169,32,166,39,240,12
440 DATA 160,0,145,34,200,208,251,230
450 DATA 35,202,208,246,166,38,240,8
460 DATA 160,0,145,34,200,202,208,250
470 DATA 169,0,133,198,169,32,133,217
480 DATA 76,85,228,0
490 END
Program 4.
Changes to Program 3 for Upgrade BASIC
230 IF CK018392 THEN PRINT"CHECK DATA STA
TEMENTS FOR ERRORS" : STOP
480 DATA 76,46,230,0 Q
, 169,133,133
,234,96,165,
159,0,133,15
,201,95,208,
169,128, 133,
,105,80,133,
144,2,230,37
,217,41,127,
,196,133,34,
,207,133,36,
144,19,201,2
,133,196,169
133,216,24,1
,36,229,34,1
,35,133,39,1
,12,160,0,14
,230,35,202,
,8,160,0,145
,250,169,0,1
,217,75,12,2
,235,169,2,133
152,41,1,240
2,165,217,41
27,169,0,133
35,216,24,165
36,165,197,133
,24,144,46
201,95,208,19
165,197,133,35
169,135,133,37
7,208,67,169
,135,133,197,169
44,44,216,56
33,38,165,37
69,32,166,39
5,34,200,208
208,246,166,38
,34,200,202
33,198,169,32
26,0
Program 2.
Changes to Program 1 for interrupt handling.
230 IF CK019487 THEN PRINT"CHECK DATA STA
TEMENTS FOR ERRORS": STOP
300 DATA 120,169,133,133,144,169,2,133
310 DATA 145,88,95,165,152,41,1,240
490 DATA 133,217,76,85,228,0
Program 3.
For 40-column screens and BASIC 4.0.
200 FOR 1=0
210 READ X:
2 20 NEXT I
TO 147
POKE 634+1, X:
CK=CK+X
"COMMODORE 64"
IS IT WORTH
S 23.95 .
I|P ^m^^9 m ^W UPS PREPAID
PET ™ LOADER 8.0
The cassette PET LOADER configures the
Commodore 64 memory so that it duplicates
the PET internatly.
tr
o
Q
O
E
E
O
o
PET LOADER
{Also known as 'Pet Emulator)
:®^
NEW I
(QPHO)
I NEW
Education Circuit, Inc.
P.O. Box 333, Landing, NJ 07850
O^
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3
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m
The PET LOADER will:
• Load into upper memory.
• Not interfere with BASIC user memory.
• Run thousands of PET programs.
DON'T LET YOUR PET LIBRARY BE IDLE!
Education Circuit, Inc.
P.O. Box 333, Landing, NJ 07850
DBkLEH INQUIRES INVITED.
•PET IS A TRADEMARK OF COMMODORE BUSINESS MACHINES.
COMMODORE 64
April 1983 COMPUTE! 152
Now the VIC 20 and 64 can
communicate with PET peripherals
*«,^'-<
^"-s:::5;
VIC and 64 users
Would you like to be able to access any of these
peripherals from your computer?
"' '/a megabyte disks (Commodore 4040 drive)
1 megabyte disks (Commodore 8050 drive)
10 megabyte disks (Commodore 9090 hard disk)
Printers including a wide range of inexpensive
IEEE and RS232 matrix and quality printers
• IEEE instruments such as volt meters, plotters etc.
NovkT you are no longer limited by the VIC or the 64^s
serial bus. Simply by attaching INTERPOD you can
vastly increase the power of your VIC 20 and when
used with the new 64, INTERPOD turns the computer
into a really powerful system.
With INTERPOD the VIC and 64 become capable of
running really professional quality software such as
Word-processing, Accounting, Instrument control and
many more.
INTERPOD will work with any software. No extra
commands are required and INTERPOD does not
affect your computer in any way.
Using INTERPOD is as easy as this:
Simply plug INTERPOD into the serial port of your
computer, power-up and you are ready to
communicate with any number of parallel and serial
IEEE devices and any RS232 printer.
INTERPOD costs ^180
Oxford ComputerSystems (Software) UAHensinglon Road, Woodstock. Oxford OX7 IJR, England Tel. (0993) 81 2700 Telex 83147 Re( OCSL
Atari Filefixer
G L Kopp
Perhaps the easiest way to update data records without sition 12,14:-^ "czjtis Rjfo"
ittilizinv a complex data base program, "Filefixer" can ^^"^^ ^^'^ 4t2,L:iF l=is5 then 215
handle fik"; of am/^re i9o if l=126 then l = 32:x = x-i
minuiLjllL.Ofuni/t~l^t. 200 F I LE* ( X , X ) =CHR* (L ) : POS I T I ON X+9,1
^^^^^^^^^^^^^^^^^^^,^^^^^_^^^ 3:? CHR$ (L) : X = X+1 : IF L = 32 THEN X^
X-1
P ,, . . .^^ ,. , ,., .. , 210 IF X<16 THEN 180
hor those who have written disk flies Without 21s if file*(4,4) = " ■■ then file*="di;
using NOTE/POINT to enable access to specific null entry: ■■: x = 15
records, a file can be loaded into memorv, re- 220 close «2:trap 610:0PEn #2,4,o,fil
worked, then dumped back onto disk using
"Filefixer." This is a much more sensible approach 240 for i = i to 7: trap 2ao
E4
>30 ? " CCLEARJ " : ?
than trying to PEEK and POKE vour wav into a 2S0 input #2: record*
- - - -' ' " 260 ? LINE:" DATA " 5 RECORD* : L I NE = L I NE
+ 5
disk file
Filefixer reads records up to 114 characters 270 next i
long, assigns each a line number, and stores it in 230 ? :? ;? "cont"
the program as a DATA statement. Since records ^'"-' position o , o
-.1 cuuv u •■ ii- 300 POKE 842, 13: STOP
are written on every ritth line beginning at line ^ poke 84'^!'^
1000, a very long file can still be accommodated. 320 if i=a then 230
Changes may be made by calling up lines via the 33o -^ " <clear: ": position 4,io:7 file*
LIST command and employing the usual Atari
(4, LEN (FILE*) ) ; " 15 now listed in
,.,. s , "'..7 "C4 SPACESJthiB program as DA
editing features. -r^ statements-
A/oft'; REM statements are included as typing 340 ? "{4 spACESi + rom ime 1000 to ":
aids and should not actually be entered. line-5;". ubg-:? "{4 spaces} norm
Filefixer is based on a program by Charles
al Atari editing -features to'
C4 SPACESJal ter data, thi
Brannon published in COMPUTE!, July 1982. 35,-, ^ "type cont and":? " C4 spACES>pr
Filefixer brings files off the disk and fills DATA ess raaaHUI. The edited fii
statements with them. Then you can manually
edit these DATA statements using the Atari cursor
control keys. When you are satisfied with your 370 open #2, 8,0, file*
changes, you can type CONT (or GOTO 370) and sao restore ' 1 000
the computer will automatically replace the re-
cords on disk with vour new versions.
{4 SPACESJwill be re-written onto
disk.":? " {BELL> " :POKE 752,0
360 CLOSE #2:STOP
390 READ RECORD*: TRAP 420
400 ? «2;REC0RD*
410 GOTO 390
420 ? :? : POKE 82, 2: POKE 752,1:? "
100 DIM FILE* (15) ,RECORD*(l 14) :FILE*= t5 SP ACES> " ; F I LE* ( 4 , X - 1 ) 5 " now co
"Dl-tl2 SPACESJ " : X=4: LINE=1000: ERA mpleted."
SE=100O ^30 ? "t3 SPACESJ "; :FOR 1=1 TO LEN(FI
110 GRAPHICS 0:POKE 710,144:P0KE 712, LE* < 4 , X - 1 ) ) ,s ? " t M3 " ; : NEXTl: ?
15&:P0KE 752, 1 :POSITION 13,4:? " ■ 440 CLOSE #2:';' :? " Press ^EEIitoa
l:*dB=M^>>*i.l:M" ;POSITIDN 3.7:7 "On dd a new -file.tS SPACESiPress HiSi
ve number:"; S^E to end,":? :?
l-'O CLOSE #2- OPEN #2 4,0."K:" 450 POKE 53279 , 255 : P = PEEK ( 53279 )
130 GET 4*2, D: IF D=15S THEN 160 460 IF P = 3 THEN "^ " {CLEAR> " : POKE 752,
140 D = D-4B: IF D<1 OR D ;: 4 THEN 130 0:END
150 ■:> D-FILE«(2,2)=STR*(D) 470 IF P = 6 THEN ? " {CLEAR} " : POS I T I ON
160 POKE a2,0:POSITI0N 3,10:? "Enter 5,11:? "Please wait while I erase
name of'+ile to be edited:" the":? "{3 SPACESIlast file from
170 POSITION 12.12:? "<:Q>{:12 R>{E>":P ">y memor y . " : GOTO 490
OSITIDN 12,13:? " I { 1 2 SPACES} !":PO 480 GOTO 450
l&a COMPUm Ap<il1983
DON'T ASK PROVIDES THE MISSING LINKS
o-o>the link between your modem and the outside world. For hassle-free
communications, phone right in with TELETARI, The Friendly Terminal.
Your Atari has never had such easy access to the whole world of telecommunications- bulletin boards, news reports, large time-
sharing computers, the works. Now it's a snap to tap into all these, and it's just as easy to transfer your program or text files to and from a
remote computer. Meet TELETARI, The Friendly Terminal. It's just what your modem needs; a powerful, adaptable telecommunications
package that's a cinch to use, With TELETARI, you simply choose the desired communications function from a menu. Commonly used
terminal parameters are included in the program, but you can change them to suit your needs with a couple of keystrokes, using another
handy menu, and store the ones you plan to use again. TELETARI's generous buffer stores up to 20K, so you can review, print, or save
received information long after you've hung up the phone. You never knew using a modem could be so convenient. Because it's very
flexible, TELETARI is compatible with most modems and a wide variety of computers. And because it works through the RS 232 port,
TELETARI is not limited to modem/telephone uses. Put it to work in any RS232 application your imagination can devise-even operating a
laser disk!
• buffer of up to 20K • menu-driven • highly adaptable • supports all 850 options
• compatible with 1200 baud modems and Bil 3 Full-view 80'" board • suitable for any RS232 application
$39.95 Requires Basic, 32K RAM. disk, 850 Interface
0-0> the link between BASIC and arcade-style graphics. Draw and animate pictures for your own BASIC games
and other programs with pm ANIMATOR. Create running men, flying rockets, moving figures oi all kinds.
&0
or
iNor
^
iniator
Now available
from DONT ASK
G^imator
Animator
mnSifer
BASIC programmers, pm ANIMATOR puts the power of
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$34.95 Requires 32K RAM, BASIC, disk.
'"fdjmator
To order direct from Don't Ask, send a check or money
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jO-o* the Imk between iast game action and vertwl learning;
-^SUSMH
Kidsand adults, increase your vocabulary while you compete in this
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Disk version:
3 levels of play- Beginner, Regufar. Challenge
Requires 32K RAM. dsK. BASIC. $24.95
Cassette version:
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Requires 1 6K RAM. casseHe. BASIC S 1 9.95
0-O>turr WORDRACE into a history game or a famous athletes
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accessory disitCL^IM TO FAME/SPORTS DERBY.anewgames in
all.
Disk onFy. RequirK WORDRACE d>si<- S 1 9.95
Aun 4 « IfiKHAktrti 01 AUn. IrK^ Fufi-vww BO is ■ trftdonarfc cd AT 3 CoflWul4< Ctfpcvabom
cx»the link between you
and what your Atari is
really thinking:
AeUSE
the insult-exchange program,
Have you cursed out your compulerl* Now
it can understand you and answer back!
Requires 40K RAM, BASIC, diik. S 1 9.95
Release your aggressions! Indict ABUSE
on anyone who's got it coming!
DONT ASK
(X» the link between technical excellence
and the fun of computing. Why do we give
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COMPUTER SOFTWARE
2265 Westwood Bl., Ste. B-150
Los Angeles, CA 90064
(213) 477-4514 or 397-8811
490
500
51 O
540
550
560
570
580
590
600
610
6 20
630
FOR
TO
TO
'y II ^
FOR
UND
SOUN
POSI
POKE
POKE
IF I
ERAS
? 5 ?
? " f
POSI
t f o
: FOR
< M 3 "
FOR
17: ?
" <:i
POSI
SE #
4,4)
1=0 TO
25: NEXT
50: NEXT
CLEARJ "
I=ERASE
0, RND (0
D i:i , o , 0
:? "CO
T I DN O
842, 13
842, 12
= LINE
E=I : GOT
: ? " { 8
bell: ■' :
TIQN 3,
und on
1=3 TO
; : NEXT
W=l TO
" {;3 6 s
3 SPACE
TION 13
2: OPEN
= " ■':GD
3:POKE 709,144:F0R W= 1
W:POKE 709,12:F0R W= 1
W:NEXT I
TO ERASE+70
> » 155, lO, 8: ?
NT"
O
STOP
STEP 5:S0
I : NEXT I :
TH
O
S
FO
CL
17
th
X
I
30
PA
S>
, 1
♦t2
TO
EN 600
5 GO
PACESJI
ft W=l TO 300:NEXT W:
ft jGOTO lOO
; ? FILES (4, X-1 ) ; " no
15 disk.": TRAP 40000
-2: POSITION 1,18:? "
0:NEXT W-POSITION 3,
CES: "; POSIT ION 3,18:?
;:? "{:i2 SPACES>":CLO
4, O, "K; " : X=4: FILE* (
180 10
COMPUTEI
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for the ATABI 400/800™' Computer
• NO ATARI 850™' INTERFACE MODULE
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NEC, IDS, etc. Adaptor available for
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The MICROBITS MPP-1100 parallel printer Interface
uses a replacement operating system ROM to Insure
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MPP-1100 also features faster data transfer — Ideal
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PIRATES TAKE NOTE: SUPERClON£ only ajlows two
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156 COMPILE! Aai>\^Q&3
Using The Atari
Word Processor
With An Epson Printer
Thomos Kredo
When 1 first used my Atari Word Processor, I
quickly noticed that my Epson MX-80 was not
supported by the Atari word processing program.
It appeared that all of the great features of the
Epson would have to be selected prior to loading
the word processor disk, and deselected by turn-
ing off the printer. Double Width, Compressed,
Double Strike, and Emphasized modes would
forever be a chore. This was not a pretty picture.
Regardless of the outcome, I decided that I would
sell neither my Epson printer nor mv Atari Word
Processor. I sought a solution.
My first stop was the Atari Customer Service
Department. The representative who answered
my inquiry knew that the program allowed for
printer Control characters to be embedded by
pressing the Control and Insert keys simultane-
ously. Although the Epson was not directly sup-
ported by the program, other Epson owners had
received interesting results embedding various
keys like Tab and Backspace into their text. Taking
this lead, and after a little trial and error, I dis-
covered the secret.
Rather than embedding every possible key in
my text and observing the results, I decided to^
work directly with the Epson Control characters.
The Atari Control and Insert method worked for
those Epson Control characters that did not re-
quire an Escape code to precede the Control char-
acter. Whenever an Escape code was embedded
prior to the embedded Control character, the
method failed. The solution to this problem was
to not embed the second Control character. Al-
though the second Control character appears in
the text, it is totally ignored by the Epson printer.
It doesn't even take up a blank space.
The table provides a list of printer functions
for the MX-80 with the corresponding sequence
of keystrokes needed to be added to your word
processing text. I constructed this table using
Appendix C in the Atari BASIC Manila! to find the
equivalent AT ASCII character needed for the
ASCII Control characters found in Appendix B of
the Epson MX-80 manual.
The "Compressed ON" key stroke sequence,
as shown in the table, is an exception to the Epson
manual. The manual indicates that a "Control O"
turns on the Compressed mode. Unfortunately,
this is also used by the Atari word processor as
blank line indicator, and is never sent to the print-
er. As a lucky alternative, an underlined character
(using the Atari key) can turn on the Compressed
mode. You should deselect the underline function
after using this option since the Epson does not
support underlining.
For example, if I wanted to select the Em-
phasized mode at the start of my text, I would
position the cursor over the first character of my
text. Pressing the Control and Insert keys simul-
taneously places the word processor in the Insert
mode. Pressing the ESC key, followed b\' the cap-
ital letter "E", displays an EE on the screen. At
print time, the Epson MX-80 would recognize the
Control Characters and start printing Emphasized
text. In order to turn off the Emphasized mode,
follow the same sequence, but enter an "F" in
place of the "E" at the end of the text.
Other printers may require a different set of
keystrokes, since many of these printer functions
are not industry standard ASCII codes. Interfacing
other printers with the Atari Word Processing
Program would require looking at the ASCII Con-
trol characters of the particular printer and deter-
mining its ATASCII equivalent.
Control Characters For The Epson MX-80
Epson Function
Line Feed
Top of Form
Carriage Return
Double Width ON
Double Width OFF
Compressed ON
Compressed OFF
Emphasized ON
Emphasized OFF
Double Strike ON
Double Strike OFF
Atari Word Processor Sequence
Press Control and Insert
Keys Simultaneously Then Press
CONTROL + J Keys Simultaneously
CONTROL + L Keys Simultaneously
CONTROL + M Keys Simultaneously
CONTROL + N Keys Simultaneously
CONTROL -I- T Keys Simultaneously
ATARI Key, Then Space Bar
Sequentially
CONTROL + R Keys Simullaneously
ESC Key, Then E Key Sequentially
ESC Key, Then F Key Sequentially
ESC Key, Then G Key Sequentially
ESC Key, Then H Key Sequentially ©
flOfil1''B3 COMPIIK! 157
Part III
Commodore 64 Video
A Guided Tour
Jim Butterfield, Associate Editor
Here's Part 111 of a scries lohich began in the Febniarif
issue. Internalionalhj recognized Commodore expert
Jim Butterfield guides you through the extraordinary
video capabilities of the neiv Commodore 64 computer.
The story so far: we're touring the 6566 chip, which
gives the Commodore 64 its video. We have noted
that the chip goes to memory for its video infor-
mation, but can only reach 16K; the computer
controls which 16K bank via control lines in 56576
(hex DDOO). Then we looked tiirough the functions
of the non-sprite video control words at 53265 to
53286 (hex DOll to D026).
Sprites are completely separate from the
"conventional" video circuitry. You can lay a
sprite on top of just about anything. But first,
what's a sprite and how do we define it?
MOBS
Sprites are sometimes called Movable Object
Blocks (MOBs) - and that's what they are, mova-
ble objects. The nice thing about them is that they
appear on the screen independently of the main
screen image, so that we can have a sprite airplane
flying across the screen, and, after it passes a back-
ground object, the object reappears. This can save
a lot of programming.
We noted in Part 1 of this series that the video
chip can reach only 16K for its information. This
includes three things: the screen memory (or video
matrix), the character generator (or character base)
the same way, and the sprite information. It all
has to come out of the same 16K section.
When we learn how to draw sprites, we'll
discover that each sprite occupies 63 bytes, and
uses a 64 byte block. So within 16K, we could
draw up to 128 sprites. We can't use more than
eight at a time, but we can have up to 128 drawings
168 COMPUrei Apnl1983
waiting to be used. The sprite positions number
from 0 at address 0, through 1 at address 64, up
to 127 at address 8128.
We cannot use all of the 128 sprite positions,
of course. For one thing, the video matrix and the
character base will use up a total of 3K of memory,
and this space won't be available for us to use.
That cuts us down to 80; and, depending on the
16K block we have chosen, there may be other
forbidden locations.
The normal configuration is for the video
chip to access 0 to 16383, and there's a lot of for-
bidden territory in there. Much of the first 1024
bytes is busy as a BASIC work area; the screen is
normallv 1024 to 2023 (more on that later); the
character base appears in addresses 4096 to 8191,
since there are two complete character sets; and
everything above 2048 that isn't used bv the char-
acter base is used to store your BASIC program.
We haven't started, but we seem to be out of sprite
memory!
If we want to draw lots of sprite pictures, we
would need to do one of two things: MOVE BASIC
RAM so that it starts at a much higher location, or
move to another 16K block that is not so busy.
For the moment, we can find room for a few sprites
in the existing space. I find the following sprite
areas available: sprite 11 at 704 to 766; sprite 13 at
832 to 894; sprite 14 at 896 to 958; and sprite 15 at
960 to 1022. These last three use the cassette tape
buffer; if we use cassette tape during the program
run, the sprites will become very strange.
The Hard Way
There are quite a few utility programs around
that will help us draw sprites. You should use
them; thev will help make life easier. In the mean-
time, we can draw a sprite the hard way by using
a sheet of squared paper. Let's draw a target
FAST ENOUGH FOR
alien wont -
hang Ground for
slow software. He ,
wants crisp responses and '_
really fast processing.
For the human race too, slow PET BA
is not good enough. When we run a progi
whatever it is, we want fast efficient action.
PETSPEED, the compiler recommended by i ,
is now available for the 64 and CBM 2. It can make any BASIC
program run many times faster. It even speeds up disk handling. We
guarantee thai PETSPEED is easier to use and generates faster code
than any other BASIC compiler for Commodore Systems.
Using PETSPEED is simple. Just type in the name of the program,
wait a few minutes and then watch your software run up to 40 times
faster.
Petspeed is not simply a compiler, it contains a powerful OPTIMIS-
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into tiny fragments and reassembles it removing the unnecessary and
simplifying the complex. Dazzling graphics. Lightning sorts. With
PETSPEED anything is possible.
Also available INTEGER BASIC COMPILER - 150 to 200 times
the speed of Basic. Integer Basic is for those applications where the
assembly level programming. Ideal for scientific and educational
users. Compatible with Petspeed.
PETSPEED (Commodore 64) $150
PETSPEED (8000 or 4000 series} $150
INTEGER BASIC 18000 or 4000 serrBs) $150
SPECIAL OFFER: Petspeed PLUS Integer Basic $250
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reticule. First, we'll sketch it:
xxxxxxxx
xxxxxxxx
X X . X X
. . X . ,
. . X . .
XXXXXXXX XXXXXXXX
There are 24 pixels across (that takes three
bvtes of eight bits each), and 21 down. We mav
analyze the pixel pattern eight at a time, using a
binary system to describe each byte. We end up
with a data statement something like:
10 DATA 255,0,255,128,0,1,128,0,1,128,0,1,128,0,1,
128,0,1,128,0,1
20 DATA 0,8,0,0,8,0,0,8,0,0,52,0,0,8,0,0,8,0,0,8,0
30 DATA 128,0,1,128,0,1,128,0,1,128,0,1,128,0,1,
128,0,1,255,0,255
Now we "place" the sprite into slot 13 by:
40 FOR J = 0 to 62:READ X:POKE J + 832,X
Good. Running the program this far will place
the sprite into slot 13, but it won't do anything.
It's just a picture, and nobody is using it. That's
OK. In fact, vou'U often want to have dozens of
pictures available, even though you might end up
using only one or two at a time.
Let's tell a sprite to use this drawing. We do
it in an odd way: we don't use the video chip con-
trol registers at all. Instead, we use the video ma-
trix, or "screen memory." You may recall that
1024 addresses are set aside for the video memory,
but the screen holds only 1000 characters. What
about the extras? At least some of them are used
to designate which sprite picture to use for a given
sprite. The last "live" screen address is 2023. We
could point sprite 0 to sprite drawing 13 (the one
we have just done) by POKE 2040,13. Better yet,
let's point all the sprites at this drawing;
50 FOR J = 0 TO 7:FOKE 2040 + J,13:NEXT J
We're almost ready to energize the sprite. But,
first, let's give it a position on the screen. For sprite
0, we set the position by POKEing to 53248 and
53249. Let's put a value of 99 in each, and then
turn the sprite on. If you've run the above pro-
gram, you may do this with a direct command, or
give it a program line;
60 POKE 53248,99:POKE 53249,99:POKE 53269,1
Either way, you should get your sprite on the
screen. Now we can play with it, and see how
easy some things are to do. Notice how you can
see right through the transparent portions of the
160 COMPUIB Apnlt983
Sprite to the program listing behind. Now you
can try changing the sprite color as desired by
POKEing a value from 0 to 15 into location 53287,
One color will be the same as the background, so
that the sprite will be almost invisible, but not
quite, since we can see when it covers part \y\ the
text.
You can move the sprite around at will by
changing the values you have POKEd into 53248
and 53249. Try playing with the values; vou may
find that (vertically, at least) you can move the
sprite partly or completely off the screen. If you
like, try the following command:
FOR J = 99 TO 150:POKE 53248,J;NEXT J
and then substitute 53249 for 53248 and try it again.
Neat? You bet. And there's more to come. But
first, a small problem to be resolved.
Moving Left Or Right
We can move the sprite vertically anywhere we
like- including partly or completely off the screen.
But the screen is wider than it is high; and we
can't reach the whole screen with the range of
values (0 to 255) that we can POKE in 53248. We
need a high-bit to cover the extra distance. You'll
find this in 53264; POKEing 53264 with a value of
one causes sprite zero to be moved to the right -
perhaps off screen.
Let's stop for a moment and look at video
registers. When we set the X and Y position for
sprite zero by changing 53248 and 53249, we rec-
ognized that we would need a different .set of
locations for sprite one - 53250 and 53251, as it
happens. And when we set sprite zero's color to
any one of the 16 combinations by changing ad-
dress 53287, we see that we'll need a new color
address for sprite one - 53288.
But the other sprite registers use a different
system. One register controls all sprites: so that
address 53269 allows us to turn on one sprite, or
all eight. We use a bit map to arrange this; the
pattern is:
Sprite 0 -value 1
Sprite 1 -value 2
Sprite 2 -value 4
Sprite 3 -value 8
Sprite 4 - value 16
Sprite 5 - value 32
Sprite 6 -value 64
Sprite 7 -value 128
We use addition to signal a combination
of sprites. If we wished to turn on sprites zero
and two, we would POKE 53269,9 (nine is the
sum of eight and one). All other sprites would be
turned off.
That's how the X-position high bit works:
we set sprite zero to the right-hand sector of the
screen by POKE 53264,1. All the other registers
we will discuss work the same way.
A CONTINUING COMMITTMENT TO EXCELLENCE
^^^ PACIFIC COAST SOFTWARE
DATELINE: Diamond Bar, California
* * * El A^U if * it
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64 TOUR
An on-line tour of the features and functions of the Commodore 64.
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An on-line tutorial in the BASIC language, with various levels of skills.
INCREASE YOUR EFFECTIVENESS
BUSINESS-PAC
A modular, integrated accounting package. General ledger, accounts receivable,
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ISAM-structured data base, allowing sorts on three fields, search on a stipulated
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INCREASE YOUR ENJOYMENT
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Journey through space in your pirate ship, trading gelders, fuel, food, ammuni-
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Using racing form input, calculates various odds on races to aid you in deciding
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ONE KING
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D O Q D D Q
You may be pleased by the way that the sprite
moves over the top of the text on the screen - it
would move over a background picture just as
easily, of course. But we have another option:
you can make the sprite move bcliiiul the main
screen if you wish. Do this with location 53275.
For example, POKE 53275,1 will place the sprite
behind the screen text.
The sprite that we have drawn isn't very big.
We can make it larger in the X and Y directions
with addresses 53277 and 53271 respectively.
These addresses are often used together; when an
object is drawn bigger it looks closer, and we often
want this effect in games and animations. Try,
separately or individually, POKE 53277,1 and
POKE 53271,1.
Four-color Sprites
Our sprite is one color only, the color we selected
in 53287. The other color is "transparent," so it
isn't really a color at all. We may code our sprite
in four colors (or three plus transparent, to be
exact), but we would need to draw it slightly dif-
ferently. Instead of one bit representing either
"color" or "transparent," a grouping of two bits
will be needed to describe four conditions: the
sprite color (as before), special color#l, special
color#2, and transparent. These extra special
colors, by the way, are kept at 53285 and 53286:
they are the same for all sprites; only the sprite
color is individual.
Now we come to the last two registers, which
tell you about collisions. PEEK(53279) will tell you
if any sprites have collided with the background
since you last checked. One certainly has, of
course, if you've been messing around with the
screen as suggested. PRINT PEEK(53279) will
yield a value of one: checking the bit table above
tells us that sprite zero has hit the background.
Now, checking this location clears it; but if the
sprite is still touching some of the screen text, it
will flip right back on again. Move the sprite to a
clear part of the screen. Print the PEEK again - it
will likely still say one, since the sprite has hit
characters since it was last checked. If the sprite is
safely in a clear screen area, the next PEEK will
yield a zero.
We've activated only one sprite, so that we
won't see any collisions between sprites. You
would see this in location 53278, but right now
PEEK(53278) will yield zero; unless you have acti-
vated more sprites, there would not have been
any collision. Again, when you get a signal here,
you'll know which sprites have bumped; and
testing the location clears it, so that only new
"touches" will be shown on the next test.
A small comment here: these two PEEK loca-
tions are marked "Interrupt." Yet when such
collisions occur, they are logged - they don't do
anything. Now, the word intcrnipt has a special
meaning to machine language programmers; and
no interrupts seem to be happening. The machine
language programmer who wants interrupt to
happen must enable the interrupt by storing the
appropriate value into address DOl A hexadecimal,
and then write the appropriate extra coding to
make it all work.
This completes our roster of registers, but the
plain mechanical facts don't convey the remark-
able things that you can do with the Commodore
64. There's more to come.
Copyright © 1983 ]im Butterfield C
• :^
MEM4
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Dealer Inquiries Invited
Update On
Sinclair/Timex
Sound
Arthur B. Hunklns
In the January 1983 issue of COMPUTE!, the article
"Sound On The Sinclair/Timex" pointed out sev-
eral methods for coaxing melodies out of IK and
2K Sinclair/Timexes. One limitation of the simplest
routine (the routine that produces square waves
and requires only a one-byte frequency value) is
that its lowest pitch is almost an octave above
middle C- too high for many applications. The
suggested solution was to go to a two-byte fre-
quency value. Since that earlier article, I have
found a simple way - using no more memory and
keeping the single frequency byte - to extend the
range down almost to middle C.
The program modification consists of sub-
stituting UNPLOT for the first and third RETURNs
in the machine language program contained in
REM statement 10. Here is a review of the list of
characters following REM; NEXT, A, /, I, =, :,
COPY, INKEYS, PEEK, COPY, {, UNPLOT,
INKEY$, < = , RETURN, (, UNPLOT, H, 4, LET,
9, 4, GOTO, TAN (then hitting RETURN). The
only other items that must be changed are the
frequency values.
The new values are listed at the end of this
article. Although it is possible to make comparable
changes to the other two sound routines given in
"Sound On The Sinclair/Timex," there is no real
reason to do so, since lower frequencies must
be two-byte values anyway. (Besides, the pre-
vious method gives marginally better frequency
resolution.)
One other limitation to sound routines on
the Sinclair/Timex should be mentioned- There is
)w limitation on IK and 2K machines. But with
the 16K expander from Sinclair, the Timex 1000
accompanies sound with noticeable, modestly
objectionable "hash." The Sinclair ZX-81 with
16K attached, however, conjures up absolutely
disastrous "accompaniment"!
In both cases, the hash is the same as is heard
during LOAD (try it - you can listen to a LOAD
the same way j'ou listen to programmed sound).
The hash is isolated during the first five ("blank")
seconds of a recorded program. It is apparently
the same phenomenon that causes the typical
LOADing problems with 16K programs. It is as if
the machine plays a duet with itself.
To recapitulate; the sound routines work fine
on IK and 2K Sinclair/Timexes. They work mar-
1M COMPirrt! ADril«83
ginallv on the 16K Timex, and miserably on the
16K Sinclair ZX-81.
Several related observations mav also be
made. Since 1 own both a Sinclair ZX-81 and a
Timex 1000, 1 was able to compare internal fea-
tures. The circuit boards are completelv different:
the Sinclair is dated 1980, the Timex (indicated as
"Sinclair" also), 1981. It may well be that both
problems - 16K LOADing, and 16K system failure
(over-heating?) - have been eliminated in the
new design.
At any rate, I have not experienced either
difficulty with the Timex. As mentioned above,
the 16K expander's greatly reduced hash seems
related to the improved LOAD reliabilit\'. 1 used
the same 16K Sinclair add-on for each machine.
Incidentally, the hash is softer and the signal is
louder on the Timex.
On both boards, all chips except the RAM are
socketed. One of the first modifications I made to
my Sinclair ZX-81 was an upgrade to 2K RAM.
This required removing the soldered IK chip and
inserting a socket into which was placed a new
2K (6116) memory.
Meanwhile, I tried the 16K expander «'(7/i()»f
internal RAM, and discovered that not only did
the Sinclair run normally (the 16K "overrode" the
internal RAM), but also that 16K programs now
LOADed much more reliably and the system only
rarely crashed. 1 leave it to more knowledgeable
minds to determine just what is really going on here.
So I conclude with a final hesitant suggestion,
one more possible "fix" for flaky 16K Sinclairs:
disable the internal RAM. Take away its five-volt
supply. It might just perform better.
PITCH
SINGLE-BYTE FREQUENCY
c#l/dFl (just above middle c)
dl
d#l/eFl
el
fl
f#l/gFl
gl
g#l/aFl
al
a#l/bFl
bl
c2 (8ve above middlec)
c#2/dF2
d2
d#2/eF2
e2
f2
f#2/gF2
g2
g#2/aF2
a2
a#2/bF2
b2
c3 (2 8ves above middlec)
c#3/dF3
d3
242
228
216
203
192
181
171
161
152
144
136
128
121
113
107
101
96
90
85
80
76
72
68
64
60
57
Computer
Literacy And
The Three R's
On The
Sinclair/Timex
Derek Stubbs
Children loill enjoy these games as well as learn basic
mathematics and spelling skills.
I have four children, ages three to eight. Naturally,
I am concerned about their education. But I also
am concerned that they become computer literate.
Few would disagree that the microprocessor will
soon pervade all aspects of life. A ZX/TS, because
it is small and kid-size, is the ideal tool for getting
young people comfortable with computers and
teaching them something of the 3 R's at the same
time.
My first programs are very simple (Programs
1, 2, and 3). They introduce a three- to six-year-old
to the alplmunmeric symbols and the RUN and
ENTER commands. Moreover, they tap children's
endless fascination with seeing their names (and
the names of everybody they know) on TV. My
younger kids constantly demand these programs,
though the older two need something more meaty
to reflect their classwork.
But before 1 get into that, there is a more com-
plex program that all children love. There is only
one thing better than seeing their names in letters
on TV, and that is seeing their names in big letters
on TV. Program 4, "Big Letters," will print three
words of four letters each. Each big letter is com-
posed of several small letters of the letter character
chosen for display. The display fills the screen. If
you want four lines with nine characters per line,
then change the 8 in line 270 to 6, and change line
200 to:
200 PLOT X + X1,6-Y
Ciphering And Spelling
Kids from ages six to ten, approximately, will
enjoy, and benefit from, two classic programs:
Arithmetic, which helps them practice their simple
arithmetic, and Hangman, the spelling game-
Program 5 will generate two-number arith-
metic ecjuations which include the arithmetic signs
(+,-,* J) between the two numbers. The child must
enter the correct number for the answer. If the
entry is wrong, the child is gently asked to "try
again." After three wrong answers in a row, the
friendly ZX/TS gives the child the right answer
and tries a new example. If your child has trouble
mastering all the arithmetic signs, the program
can easily be edited to exclude the difficult ones.
Hangman is the classic spelling game. Pro-
gram 6 allows you to enter ten words of up to ten
letters each. After that, vour child can enter letters
and either be correct or be "hanged." This game
should keep a child busy for half an hour.
Program 1.
1 REM**FOR VERY YOUNG KIDS**
10 CLS
20 LET Z$=INKEY?
30 FOR N=l TO 21
40 PRINT Z5
50 NEXT N
60 GOTO 10
Program 2.
I REM**FOR SLIGHTLY YOUNG KIDS**
10 INPUT A?
20 FOR N=l TO 21*31/lEN A$
3 0 PRINT A$r " ";
40 NEXT N
5 0 CLS
60 GOTO 10
Program 3.
I REM**F0R YOUNG KIDS**
10 INPUT A$
20 SCROLL
30 PRINT A$
40 GOTO 10
Program 4.
1 REM**BIG LETTERS**
2 REM**TYPE FOUR 4-LETTER WORDS**
100 GOTO 500
110 LET X1=0
120 FOR 1=1 TO LEN W?
130 LET J=C0DE W?
140 LET W$=W$(2+LEN W? )
150 FOR Y=0 TO 7
160 LET K=PEEK (7680+J*a+Y)
170 LET L=128
180 FOR X=0 TO 7
190 IF K<L THEN GOTO 220
200 PRINT AT Y+15, X+Xl ; CHR$ J
210 LET K=K-L
2 20 LET L=L/2
2 30 NEXT X
2 40 NEXT Y
2 50 LET Xl=Xl+7
2 60 NEXT I
270 FOR N=l TO 8
2 80 SCROLL
290 NEXT N
300 RETURN
500 INPUT A$
^ril 1983 COMPUTE) 166
510
5 20
5 30
540
550
560
570
580
590
600
610
6 20
INPUT B?
INPUT C$
INPUT D$
LET W9=A$
GOSUB 110
LET W$=B$
GOSUB 110
LET W?=C?
GOSUB 110
LET W5=D?
GOSUB 110
GOTO 540
Program 5.
:B;
II II II ir
1 REM**ARITHMETIC**
10 LET A=1+INT(10*RND)
20 LET B=1+INT(10*RND)
30 LET C=21+INT(4*RND)
38 LET X=0
39 SCROLL
40 PRItfT A;" ";CHR$ C; '
45 SCROLL
50 INPUT D
60 IF C=2I THEN LET E=A+B
70 IF C=22 THEN LET E=A-B
80 IF C=23 THEN LET E=A*B
90 IF C=24 THEN LET E=A/B
100 IF ABSCD-E)<=.001 then goto 1000
110 GOTO 2000
120 GOTO 10
1000 SCROLL
1005 PRINT E
1009 SCROLL
1010 PRINT "GOOD. TRY AGAIN"
1020 GOTO 10
2000 LET X=X+1
2010 PRINT "WRONG. TRY AGAIN"
2020 IF X>=3 THEN GOTO 10
2030 GOTO 39
?"
Program 6.
2 REM**IF YOU HAVE GOT THE WORD THEN TYP
E IT ALL IN TO GO TO THE NEXT WOR
D**
100 GOSUB 1000
110 CLS
120 FOR 1=1 TO 10
124 LET V=0
125 CLS
130 GOSUB 2000
140 NEXT I
150 GOTO 100
1000 PRINT "ENTER 10 WORDS OF =< 10
LETTERS "
1001 PAUSE 120
1005 DIM A?(10,10)
1010 FOR 1=1 TO 10
1020 CLS
1030 PRINT I
1040 INPUT A5(l}
1050 NEXT I
1060 RETURN
2000 FOR X=l TO 10
2010 IF CODE A?(l,X)=0 THEN GOTO 2050
2030 PRINT "*";
2040 NEXT X
2050 FOR Y=l TO 10
2060 PRINT AT Y+2,0;"TYPE A LETTER"
2070 INPUT B?
2080 PRINT AT Y+3,0;B$
166 COMPUni AprrMPSa
2081 PAUSE 120
2090 IF LEN B$=X-1 THEN GOSUB 5000
2100 LET Z=0
2110 FOR W=l TO X
2119 FOR U=l TO LEN B?
2120 IF CODE B$(U)=C0DE A$(l,W) THEN GOSUB
3000
2130 NEXT W
2131 NEXT U
2140 IF Z=0 THEN GOSUB 4000
2150 NEXT Y
2160 CLS
2170 PRINT "YOU ARE HANGED"
2180 PAUSE 120
2190 RETURN
3000 PRINT AT 0,W-1;B?(U)
3010 LET Z=Z+1
3 020 RETURN
4000 LET V=V+1
4010 IF V=l THEN PRINT AT V, 25; "YOU"
4020 IF V=2 THEN PRINT AT V, 25; "HAVE"
4030 IF V=3 THEN PRINT AT V, 25; "GIVEN"
4040 IF V=4 THEN PRINT AT V, 25; "TOO"
4050 IF V=5 THEN PRINT AT V, 25; "MANY"
4060 IF V=6 THEN PRINT AT V, 25; "WRONG"
4070 IF V=7 THEN PRINT AT V, 25; "ANSWERS"
4080 RETURN
5 000 LET M=0
5010 FOR N=l
5020 IF B$(Nl
5030 NEXT N
5040 IF M=X-1 AND 1=10 THEN GOTO 100
5041 IF M=X-1 THEN NEXT I
5 050 RETURN
TO X-1
=A$(I,N) THEN LET M=M+1
^^^^j|i.j^AMi¥#**¥*#*+»******»»*¥¥******#**Jf
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*
*
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<.^»yy»»»»»»»i»»»<> »»»»»¥¥¥¥¥»¥¥¥¥¥¥¥»»» 4
Center The
VIC Screen
Mark La Forge
I'm sure many VIC-20 owners have experienced
the same problem I had: the picture is not in the
center of the TV screen. It's sometimes called over-
scan.
On my TV I lose the right-most character on
each line. This can be most annoying when you
are playing a game and get zapped because you
ran into an unseen danger, or when you are de-
bugging a program but can't find the error because
it is in the screen area not visible on vour TV. For
those of you who suffer from these or similar prob-
lems, there is help.
With the aid of two memory locations, you
can center your picture on the screen. These loca-
tions are 36864 and 36865. Location 36864 is set to
5 when your machine is turned on; but when that
location is POKEd with a value from 0 to 4, the
screen moves to the left, and values from 6 to 14
move the screen to the right. Location 36865 con-
trols vertical movement and is normally set to 25.
Lower values will raise the picture, and higher
values will lower it.
Below is a short routine which you can put at
the beginning of all your programs. Using the
cursor keys, move the screen around so that all
four sides of the border are visible. When the
screen is centered, hit the RETURN key to exit the
subroutine.
Even if your machine does not have this prob-
lem, you might want to include the routine in
your programs so that when others use them on
their machines they can center the screen.
Once the screen is set, it will remain that way
until 36864 or 36865 is POKEd with a different
value, or until the RUN/STOP and RESTORE keys
are hit together, resetting the screen to the location
it occupied when the machine was turned on.
0 P0KE36879,27:PRINT"{CI,EAR1 {10 DOWN} {04
RIGHtICENTER screen"; print" {02
rightIusing cursor keys"
1 A=PEEKC197) :B=PEEK(653) :IFA=15THEN9
2 IFA=31THENA=36865:GOT05
3 IFA=23THENA=36864:GOT05
4 GOTOl
5 IFB=1THENB=-1
6 IFB=0THENB=1
7 Q=PEEK(A) :IFQ+B<0OR(Q+B>17Al!lDA=36864)T
HENl
8 P0KEA,Q+B:G0T01
9 PRINT" {clear} ":CLR O
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ApfiUPea COMPUTE! 167
Applesoft Printer Control
Eric and Sally Martell
If your printer has several modes, i/ou may have had
difficulty trying to remember all the codes. This mode-
setting program makes the selection of printer typefaces
simpler and easier. The program is designed for the
Apple 11+ using an Epson printer with Craphtrax + ,
but it can be adapted for other pnnters and computers.
The dot matrix printer has evolved over the last
two years from a rather stodgy machine suitable
only for making nearly illegible program listings
and data dumps into a sleek, glossy beast which
can come close to letter quality printers in typeface
formation.
The modern dot matrix printer is usually
faster than letter quality printers, usually cheaper
{although there is some overlap in prices), and
can be the printer of choice for every application
from programming to draft quality (sometimes
called correspondence quality) word processing.
Many contemporary dot matrix impact print-
ers have extensive abilities to present different
styles of character formation (see the figure).
Generally, these different character fonts are soft-
ware selectable, a convenient feature for the user.
Obviously, having the print style under program
control can be useful. However, the problem then
arises of remembering how to set the different
print modes.
Printer manufacturers have not standardized
printer control codes. Different printers will re-
spond to different control characters. This is not a
problem if your printer has only two different
print fonts, but you will probably not be able to
remember all of your machine's codes if it has
several different printing modes. The usual an-
swer to this problem is to look in the instruction
manual which came with the printer, a solution
which can be a major research project. A quicker
method is to write a mode-setting program for
your printer. You can do this by adapting the
program presented in this article.
The program is written in Applesoft BASIC
and allows the Apple II + to use one of the Epson
MX-series printers with Graphtrax + . These print-
ers have 12 print modes which can be used in
either normal or italic typeface.
Print Styles
Lines 200-340 contain all of the Epson control codes
166 COMMnt! April 1983
for the different type styles to be used. These lines
set values into two string arrays. The array PS$(n)
contains the code to set the style of type, and the
array DSS{n) contains a brief description of the
corresponding control code in PS$(n). These codes
are specific to the Epson printers; if you're cus-
tomizing this routine for another printer, you will
make the majority of changes here.
The program will not only allow you to set
your printer, but will also demonstrate all of the
printer's various print styles if required. If you
choose to print the demonstration, control passes
to the routine between lines 400 and 560.
On the other hand, if you simply want to set
the printer, lines 570-670 print a menu, lock it in
position on the screen, and then allow input of
your choice. If the printer can be set to your choice,
the control passes to the short routine at line 760,
which first sets the printer to the normal mode
and then sends the special mode requested and
returns to the menu.
The logic of this part of the program is com-
plicated by the fact that the Epson double-width
modes (modes 7-12) may be set only for a single
line and must be reset at the beginning of every
line to be printed in those modes. Lines 690-710
print a message about this problem, and then
lines 720 and 730 allow you to type in a brief mes-
sage, which will be printed on the printer as soon
as you hit the return key. The printer will be left
in the normal 80 characters per line mode. After
printing the line, control returns to the menu
routine.
It must be noted that every time a mode is
sent to the printer, all previous modes are cleared
by first sending PS$(3), the "normal" mode com-
mand string. The string, PS$(3), resets double
strike, compressed, and enhanced modes, but
does not reset the Italics command. Therefore, if
you first request the special print mode which
you want and then turn the Italics on, you will
get the normal mode with Italics. The correct pro-
cedure: first turn on the Italics and then select the
special print desired. If you then use option 15 to
end the program, your printer will remain set in
the typeface which you have specified.
Regardless of which brand of printer or com-
puter you own, the basic approach used here is
easily customized. With a look at your printer's
manual and a little work keying in code, you
should never have difficulty selecting printer type-
faces again.
Figure.
CDMPHESSED MODE
4IIMU7n *ii»aMirf(m>l iJj»LilM^llB^T W Si^lttrtMMitTtl
COMPRESSED-DOUSLE strike rtODc
IIIHUTfl tdKtK^fij^tl JiOLHilMH^ HTlBrfHMTTli
NaBMAL nODE
012^456799 A»&bCcDdEeFfGqHhIiJjKkLlF1inNnaaPpDqRrS»Tt'Uuyvi*i"XnVylj
NaftMAL- DOUBLE STRIKE MODE
0)23434769 AtBbCcDdEvl^fGgHhnjjKkLinnNnDoPpaqRrBwTttJuVvMHXHYvZT
NDRMAL-EriPHflSlZED nOOE
012345670:? A*teCc[>dEBF40giWtIlJjKkLlH«NnOoPpDqRrB«TtUuVvHwXHyyZz
MQRMAt-EMPHAS I Z£D- DOUBLE STRth.E
01234U787 AaH)CclWE«F#egHhIlJiKkL.lHaFhOoPpaqPrB«TtUuVvMHXKVrZK
CDMPREGHED-DOUBLE U[DTH nOOE
0123436739 fl*BbCtiIJdE«F# SgKh I 1 J j KhL I K^NnOoPpO qRrE«T t UuVvWmX x V yZ x
COnPRf^SSFD-CaUBLE U [ DTH/STRrk E
01234367Q9 AaEtbCcOdEvF^ Bghh I IJ j KkLk naNnDaFpQqHrBwTtUuVvHHXK VyZz
DOUBLE MIDTH riDDE
DOUBLE WIDrH-ODU&LE STRJJ-F MGDF
DOUBLE uidth-e:mphasi?ed mode
O 1 =3-4=£.7S'9 AsfibOcOcJEwF'^ OqH(-» I lJjKI<I-^l Mmrslci
DOUBLE H1DTK/5TRII-.E-EMPHAS1 Z?D MDDE
Program.
lO REM EPSON GRAPHTRAX+
20 REM PRINT MODE SET UTILITY
50 DIM PS«<14),DS«C14)
iO REM TITLES HERE
70 TEXT I HOME i SPEED- 255iD* - CHR* (4) i
PRINT D»|"NOMON C,I,a"i HOME
BO INVERSE 1 FOR I - 1 TO 4i PRINT SPC< 40
) I IF 1 - 2 THEN PRINT " EPSON PRINTS
R BRAPHTRAX+ SET UTILITY " (
90 NEXT 1 1 NORMAL i POKE 34,3
100 VTAB 10 I PRINT "PLEASE TURN YOUR PRINTE
R DN NOU . "
110 BOSUB 130 I 60SUB 140i GOTO 200
120 REM HIT ANY KEY TO CONTINUE
130 VTAB 20 I FLASH i PRINT "HIT
ANY KEY TO CONTINUE. "|i SET A«i PRINT
CHR* < 1 ) I NORMAL i RETURN
140 REM PRINT SLOT BET
150 SI = 1
160 HOME I VTAB lOi PRINT "PRINTER SLOT="|S
1) CHR» (7)1 VTAB 20 i PRINT "NEW BLOT t
*/'<CR>)?"|i SET NS*i PRINT CHR« (l>i IF
ASC {NS») =13 THEN 200
170 IF ASC (NS») - 27 THEN TEXT I HOME t END
180 IF ASC (NS*> < 4B OR ASC (NS«) > 55 THEN
160
190 SI = VAL (NS*) I GOTO 160
20O REM SET CTRL-STRINGS
210 PS»(1) = CHR» (15)iDS«(n - "COMPRESSED
MODE"
220 PS«(2) = CHR« (15) + CHR» (27) * CHR«
(71) IDS* (2) = "COMPRESSED-DOUBLE STRIKE
MODE"
230 PS* (3) - CHR* (27) + CHR* (72) + CHR*
(IB) + CHR* (27) + CHR* (70)!DS*(3) -
"NORMAL MODE"
240 PS*(4) - CHR* (27) + CHR* (71)iDB*(4) =■
"NORMAL-DOUBLE STRIKE MODE"
250 PS* (5) = CHR* (27) + CHR* (69)iDB»(5) =
"NORMAL-EMPHASIZED MODE"
260 PS* (6) = CHR* (27) + CHR* (71)
(27) + CHR* (69): OS* (6) =
ASIZED-DOUBLE STRIKE"
270 PS* (7) = CHR* (27) + CHR* (14) + CHR*
(15) IDS* (7) = "COMPRESSED-DDUBLE WIDTH
MODE"
2BO PS* (8) = CHR* (27) + CHR* (71) + CHR*
(14) + CHR* (15):DS»(8) = "COMPRESSED-
DOUBLE WIDTH/STRIKE"
290 PS* (9) = CHR* (27) + CHR* (14)lDS*(9) -
"DOUBLE WIDTH MODE"
300 PS*(10) = CHR* (27) + CHR* (71) + CHR*
(14)iDS*(10) = "DOUBLE WIDTH-DOUBLE STR
IKE MODE"
310 PS* (11) = CHR* (27) + CHR* (69) + CHR*
CHR*
NORMAL-EMPH
(14) IDS* (11) = "DOUBLE WIDTH-EMPHASIZED
MODE"
320 PS* (12) = CHR* (27) + CHR* (71) + CHR*
(27) + CHR* (69) + CHR* ( 14) s DS* ( 12) -
"DOUBLE WIDTH/STRIKE-EMPHASIZED MODE"
330 PS*(13) - CHR* (27) + "4"iDS*(13) = "BE
T ITALICS ON"
340 PS*(14) = CHR* (27) + "5"!DS*(14) = "SE
T ITALICS OFF"
350 REM SAMPLE OR JUST SET MODE
360 HOME
370 VTAB 10 1 PRINT "DO YOU WANT A SAMPLE OF
ALL THE PRINT" I PRINT "STYLES AVAILABL
E? (Y/N) ";i GET Y*i PRINT Y*! PRINT CHR*
(1)1 IF Y* = "Y" THEN 410
380 IF Y* = "N" THEN 5B0
390 SOTO 370
400 REM PRINT SAMPLE
410 PRINT D*;"PR#";S1
420 PRINT CHR* (B)j"80N"; CHR* (12)
430 PRINT PS*(11)5" THE EPSON MK-SER
lES PRINTER"
440 FOR I ■= 4B TO 57iT* = T* + CHR* (I)i NEXT
IiT* = T* + " "1 FDR 1 = 65 TO 90iT* >=
T* + CHR* (DiT* = T* + CHR* (I + 32)
! NEXT I
PRINT PS* (3)
FOR I - I TO 2
IF I = 1 THEN PRINT PS* (3) i "STANDARD C
HARACTERS"
IF I = 2 THEN PRINT PS*{3) |PS*(13) } "IT
ALIC CHARACTERS"
PRINT
S» = T*
FOR J = 1 TO 12: IF J > 8 THEN S» = LEFT*
(T*,39)
PRINT PB»(3) (DS*(J) I PRINT PS*(J)fS»
NEXT J
PRINT
NEXT I I PRINT PS* (3) i PS* (14) 5 CHR* (12)
I CHR* (12)
PRINT D*r'PR#0"
REM SET PRINT STYLE
HOME I VTAB 7i FOR I = 1 TO 14i IF I >
9 THEN PRINT If". " i DS* ( I )
IF I < 10 THEN PRINT " "fij"- "iDS*(I>
450
460
470
480
490
500
510
520
530
540
550
560
570
580
590
600
610
620
630
640
650
660
670
680
690
700
710
720
730
740
750
760
NEXT I
PRINT I;". EXIT PROGRAM-
POKE 34,22
DNERR SOTO 640
VTAB 23 1 INVERSE i INPUT "SELECT PRINT
STYLE (1-15) 1 "jP: IF P < 1 OR P > 15 THEN
PRINT CHR* (7)s GOTO 640
NORMAL
IF P = 15 THEN TEXT : HOME I END
IF P < 7 OR P > 12 THEN 760
REM DOUBLE WIDTH LINE PRINT
VTAB 7! CALL - 95Bi VTAB 8i PRINT "MOD
EB 7-12 ARE ONE LINE MODES ONLY."i POKE
34,6s PRINT 1 PRINT "THE DOUBLE WIDTH C
HARACTER CONTROL"! PRINT "STRING MUST B
E PRINTED AT THE FRONT OF": PRINT "EACH
LINE OF WIDE TEXT."
PRINT ! PRINT "YOU MAY NOW TYPE A 40 CH
ARACTER (OR" I PRINT "LESS) LINE AND IT
WILL BE PRINTED IN "i PRINT "THE DESIRE
D MODE.": PRINT : PRINT "PLEASE ADJUST
YOUR PRINTER PAPER TO THE"
PRINT "DESIRED POSITION FDR THE LINE.":
VTAB 21 1 PRINT "TYPE IN THE LINE YOU W
ANT PRINTED: "
VTAB 22i INPUT ""jL*: IF LEN (L*) > 40
THEN VTAB 22i CALL - 866) VTAB 22i GOTO
720
PRINT D»)"PR»"|Sli PRINT PS* (3) j PS* (P) j
L*jPS*(3): PRINT D«j"PR«0"l BOTG 580
REM CLEAR PREVIOUS MODE t,
REM SEND NEW MODE
PRINT D*)"PR»";Sli PRINT PS* (3) jPB* (P) s
PRINT D*)"PR#0": VTAB 1» CALL - 8681 VTAB
ll INVERSE ! HTAB ((40 - LEN (DS*(P)))
/ 2)1 PRINT DS*(P)i GOTO 640
6
Apill1983 COMPUTE! 169
VIDEO 80
80 Columns For The Atari
Charles Brannon, Editonol Assistant
How would you like to add 80-column capability to
your Atari at no cost, without any hardware modifica-
tions? This program requires a disk drive.
The Atari text screen is well designed. The white
on blue text colors are chosen for maximum con-
trast and resolution on the average TV screen.
You also have 40 columns of letters across a line
on your TV display.
Why 80 Columns?
Some applications, such as word processing,
spreadsheets, screen-based operator entry, high-
resolution graphics labeling, and even proof-
reading, benefit from a higher text density. Most
high-end business computers, therefore, have
80-column displays. Unfortunately, a normal 80-
coiumn display is impossible on a TV screen. TV's
can't handle the necessary fine detail. That's whv
the Atari doesn't have an 80-column feature, an
otherwise desirable capability.
You can buy 80-column cards for your Atari.
These devices let you switch your display to 80
columns, and even let you edit BASIC programs
in 80 columns.
While "Video 80," the program below, has
its limitations, it is a reasonable alternative to
hardware add-ons. Here's how it works. The
characters are "drawn" half-wide in GRAPHICS
8, the highest resolution mode. Each character is
only four pixels wide, versus eight pixels in 40
columns. (A pixel is a screen dot, a picture element.)
The fourth pixel must be blank, to allow for
spacing between letters. Also required is a special
character set. This is the first caveat - the 900 -I-
bytes (128x7) of the character set add to the typing
required to enter Video 80.
TV Tribulations
You might suspect that such a condensed screen
would be hard to read, and you would be right. If
you have a monochrome monitor, you'll have no
problem. (A monitor is a special TV without a tuner
inside which puts the signal directly from the com-
170 COMPUIB Afl<ll'!«83
puter to the screen.) The characters will be quite
crisp. Televisions have a harder time, due to ar-
tifacting. You will be able to use Video 80 on some
quality TV's or even a large screen TV with bigger
pixels. An ordinary black and white TV is quite
satisfactory.
First, type in Program 1 . Video 80 is a machine
language program. You'll need a disk drive to use
Video 80, since the program directly creates the
binary file that you load from DOS. When you
RUN it, you'll have the option of naming it AU-
TORUN.SYS. Since Video 80 resides in low mem-
ory, this is the easiest way to load it. If you write
the AUTORUN.SYS file to any disk containing
DOS, it will automatically load and initialize when
you hoot the disk. Type it in carefully. However,
if you make an error in the DATA Hnes, you will
be given the range of lines where the error oc-
curs.
The V: Device
Video 80 interfaces with BASIC and the OS by
adding a new device, "V:" You're already familiar
with several Atari devices, such as "D:" for the
disk drive, "P:" for the printer, and even "R:",
the RS-232 (850 module) device. Using Video 80 is
as simple as OPENing a file to "V:", and
PRINT#'ing or INPUT#'ing through it. A sample
program might look like:
10 OPEN «i , i:
20 PRINT #1;
30 CLOSE #1
40 SOTO 40
: , 0 , " V :
Hel Id"
You might think of Video 80 as a "soft" 80-column
printer, making it ideal for reviewing listings.
You m)j say LIST" V:".
Line Input
Also supported is simple line-based editing. No
fancy cursor controls here - backspace is the only
editing key. The cursor appears only during
INPUT. You can change the cursor character by
POKEing into location five. POKE 5,63 changes
the cursor into an underline. Note that the char-
EXPLORE A NEW DIMENSION IN SOFimRE
^V
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ZAXXON Savings and
MUTANT
HERD
From Thorn EMI
Save the powertiou&e from Fioardes of plutonium crazed
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TELE-TALK
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FATHOM'S
40
From Datasoft, Inc.
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SANDS
OF EGYPT
From Datasotl, Inc.
This Spill screen adventure game is an animated desert
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Disk, $39.95
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CHICKEN
F/pm Synapse Software
Theres trouble m the barnyard, and this machine-
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16K Tape or Disi( $34.95
ROM, $44.95
PICNIC
PARANOIA
From Synapse
Your man at the picnic must keep a swarm of ants from
stealrng all the food. He's armed wtth a fly swatter, and
must avoid the attacking wasps as he swats at the iiies
Then there are the spiders, spinning webs in his path-
Great sound and graphics; 1 or 2 players. Requires joy-
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16 K Tape or Disk, $34.95
ROM, $44.95
PROTECTOR II
By Mike Potter from Synapse
Vou must transport alt your people from the dty under
attack by Fraxuilan Slimehorrfes. You must Tifl them one by
one//rsMotheCi1yofHopeon the (ar Side of the volcano:
(hen lo safety at the Verdann Fortress. Beware the Xyloric
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32K Tape or Disk, $34.95
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SHAMUS
From Synapse Software
It's the 21st century, and youVe the SHAMUS. looking lor
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16 K Tape or Disk, $34.95
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SLIME
From Synapse by Mike Hales
La^ge drops of "Slime" (all from the sky onto your ships If
one drop hits your ship, il will sink. Use the triangular
diverters to aim Slime into buckets on the sirfes of the
screen. II Slime falls into the ocean, the level of the ocean
hses. When the ocean reaches the top of the screen, the
game is over, and your score is calculated. One-ptayer
game with excellent graphics.
16K Tape or Disk, $34.95
ROM, $44.95
BAJA
BUGGIES
From Gamestar
Test your nerves and reflexes — compete with top road
(facers! One player selects amateur or pro skill level. 5
levels ol difficulty and 3 race courses including random
course tor Buggy Stars. Watch speedojneter and radar
detector on control panel alor>g with realistic sounds while
you steer and brake your super charged buggy to the finish
m the Baja sun Htgh score'initial rankrng for real stars!
16K Tape or Disk, $31.95
Now Thru April 30 You Pay Only
$25.56
ASTROCHASE
From First Stare ^^ii'*
New space arcade game designed by the first winner of
the Atari Star Award. Aliens have sunounded our galaxy
w/ith a force field, set space mines and deployed attach
vessels with lasers. Defend earth from the awesome at-
tack with your speed, skill and strategy in avoiding the
force Meld while destroying the mines. Multiple skill jevet
feature and the new technical innovation SINGLE
THRUST PROPULSION allows you to lire independently
in any dkection. Try tiring backwards while in the midst of a
retreat!
32K Tape or Disk, $29.95
Now Thru April 30 You Pay Only
$23.96
ATARI 400/800, APPLE & IBM
THC
PROGRAmntMK
T.M,
To Order Call Toil-Free
^^ 800-424-2738 1^^
MAIL ORDERS: S«nd check or M.O. (or total purchase
price, plus S2.00 postage & handling. D.C., MD. S VA.: add
sales tax. Charge cards: Include all embossad Inlonnalion
3 1982 The Program Store, Inc.
4200 Wisconsin Ave., N.W., Dept. 10-04-3lBox 9582 • Washington, D.C. • 20016
Super Selections
thg/xTMt.
SKY WRITER
&
POP 'R SPELL
From EduFjn!
A unique combination of educational challenge and com-
puter generated tun (or ages 7-14. Sky writer soars in a
biplane linding the nghl words as they float by on clouds lo
make new compound words. Pop'R Spelt gives three let-
ters, choose one which belongs m the secret word. A pop-
pin good spelling game for one or moref
16K Tape, $29.95 32K Disk, $32.95
SNAKE-O-
NYMS&
WORD FLIP
From ErfuFun!
Hefp kids learn and explore through games. Choose be-
tween two games lor ages 8-i4. Snake-o-nyms teaches
words that are the same in meaning or opposite as the frog
hops to the correct word while avoiding the snakes. Word
flip consists of twelve pairs o( words and endings. Choose
two to make a new word ~ is the speHing correct? Play
alone or challenge yo jr smaJ'test (nend!
16K Tape, $29.95 32K Disk, $32.95
TURMOIL
From Sirius
Pilot an intergalactic (jghler thjough unfriendly skies as
you're attacked from Doth sides by ev\ aliens. You can
blast seven enemies into cosmic dust at once — it you re
fast enough!
ROM, $34.95
VO Y A 6E.
FANTASTIC
VOYAGE
From Sirius
Prepare yourself for an incredible medical journey through
the blood stream to destroy a lile-threatening blood clot
near the patient's brain. Navigate past deadly defense
cells, bacteria, antibodies and enzymes in your micro-
scopic Submarine,
ROM, $34.95
FAST
EDDIE
From Sirius
On your mark; get set; go EddteH FAST EDDIE'S oti and
running, dashing up and down every Jadder he can find,
hunting for prizes. Quick, there's a heart lloalmg on the 2nd
fioor! Ooops, look out— there's a Sneaker, sneaking up on
you— jump, Eddie', Great animation; 8 skill levels: lots of
action. Requires joystick,
ROM Cartridge, $34.95
CASTLE
WOLFENSTEIN
From Muse
Winnerot 1963 Arcad9AwaFd!Escapelhe deadly confines
of Castle Wolfenstetn if you can. Tfie allied soldier must
maneuver past cruel Nazi guards and sadistic SS
stormlroopers to recover the secret pJans and escape The
most interactive game over!
32KDisk,S29.95
CHOPLIFTER
From Broderbund
#tBeslSeltei!
Can you rescue the hostages captured by the Bungelings?
Ftrsl you'll have to make careful plans for your tieiicopler
rescue mission, Bui hur;y — every minute countsi Wtio
knows wtiai tfie Bungelings have in mintJ? Requires joy-
stick
40K Disk, $34.95
ROM, $49.95
TRACK
AHACK
From Broderbund
All aboard! Speed and timing m yojr fast car are neces-
sary for you to intercept a moving train and steal the gold.
Keep an eye out as you jump the tram and streak across
the top Id take control of the engine!
32K Disk, $29.95
DRAGON'S
EYE
From Epyx
Enter the world of fantasy involvement in this overiand
adventure. Challenging yet subtle interplay among magic
effects, monsters, weapons and treasures, Rescue the
seven provinces from the curse in this role-playmg adven-
ture that vtfill captivate you (or nours.
40K Disk, $29.95
MONSTER
MAZE
From Epyx
Over (ony mutant monstrosities chase you dovi/n corridors
in a three dimensional chamber of horrors. Vitamins give
you strength as you collect all ihe gold bars but you only
have nine lives! Mine levels of p*ay with unique mazes that
are different every time you play
ROM, S39.95
ARMOR
ASSAULT
From Epyjr
Strategy and tactics as you control 6 tanks, missiles and
mines in this simulation of WWIII warfare between NATO
and the Sovtel Union. Features simultaneous movement.
12 scenarios and a variety ol terrain , Your troops await your
command!
40K Disk, $39.95
STAR
WARRIOR
rrom Epyx
FANTASY GAME OF THE YEAR! You are a Fury — an
interplanetary avenging soldier of daring and courage.
The people of Fornax depend on you!SiJ( drtterenl sounds.
1 9 command options. 5 levels ol skill, with 2 scenarios and
lime limits. Emphasis on fast action and challenge. Use
your decoys, nuclear missiles, blaster and power gun to
defend agamst nine types of Stellar Union vehicles Dive/1
your enemy from the main attack and destroy the tyranni-
cal governor f
32K Tape, $39.95 32K Disk, $39.95
Also, Helifire Warrior, sequel to
Temple of Apshal
32K Tape or Disk, $39.95
Now Thru April 30 You Pay Only
$31.96
. T
' THE PROGRAM STORE • Dept. 10-04-3 • Box 9582 • 4200 Wisconsin Avenue, NW • Washington, D.C. 20016 |
I
I Item
Tape/Disk/Book
Price Postage
Total
$2.00
Name_
Address.
D CHECK D VISA qu^
D MASTERCARD
State.
.Zip.
Card#.
Exp.
Computer .
acter you POKE is the "internal" code, not ASCII.
A sample input/output program could be:
10 OPEN «1 , 12, 0, " V: "
20 DIM NAME*(20)
30 PRINT ttl ; "What i s
40 INPUT ttlsNAME*
50 PRINT #1 ; "Bl ad to
E*
60 GOTO 60
your name?";
meet you, " ; NAM
Line 60 is used here to keep the display on
the screen when the program ends. Since the full-
screen GRAPHICS 8 screen is used, the program
would flip back to GRAPHICS 0 when the program
ends. (Try typing GRAPHICS 24 in immediate
mode to sec this effect.)
Windows
There's more. You can also restrict the size of the
80-column screen. It may seem pointless to cut
80-column capability down to a small window of
the screen, but windows are actually quite useful.
You can set up and switch from window to win-
dow. All scrolling and clearing is confined to the
window. A "screen form" layout is easily de-
signed. You can even outline the windows with
high-resolution lines. The top and bottom margins
are stored in locations 1 and 2, the left and right
margins are in 3 and 4. Use POKE to change them.
You can also use the POSITION command to move
the cursor to any legal X,Y position (X:0-79, Y:0-
23). Program 2 is an example program for using
windows. The left margin must be an even
number, and the right niargin must be an odd
number.
Since the same memory locations are used,
you can really get confused trying to use high-
resolution graphics with the text. Use GRAPHICS
24 before you OPEN your file to "V:". Try to keep
your hi-res stuff separate from text.
BASiCally 80
You can even "transform" the default Atari I/O
screen from 40 to 80 columns. Program 3 POKEs a
tiny machine language routine into page six. The
command PRINT USR(1536) will set up 80 col-
umns. If you execute a GRAPHICS 0 command,
you're really in trouble - it'll be a "twilight zone"
between GRAPHICS 0 and 8. You'll have to press
RESET to detach "V:". If you do this, you'll have
to reload it to use it again.
Once in the 80-column mode, you can list,
load, and enter commands. If you want to change
a line of BASIC, however, you'll have to retype it.
Full cursor-based editing would be great, but it
would substantially increase the length of the
program.
Program 1.
120
130
140
150
160
170
IBO
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
351
360
370
380
500
? "Checking DATA line
DIM CORRECT <27> , F» (2
A: CORRECT < I ) =
POKE
100
110
REM
REM
Charles Brannon
510
7900
7910
7920
7930
7931
7936
7942
7948
7954
7960
7966
7972
7978
GRAPHICS O:
s...":? :?
0) : SETCOLOR 2,1,4
FOR 1=1 TO 27:READ
A: NEXT I
FOR 1=1 TO 27: CHECKSUM=0
FOR J=l TO 60-42«(I=27>
READ A: CHECKSUM=CHECKSUM+A:
712, A
NEXT J
IF CHECKSUMOCORRECT ( I ) THEN ? "
Error somewhere in lines " ; 7936+
<I-l)*60;"-";7990+(I-l)«60:ERRFL
G=l
NEXT IrPOKE 712,0
IF ERRFLG THEN ? :? "Can't conti
nue until":? "DATA lines are [333
CSi?. ": SETCOLOR 2,4,4;END
REM Checksum values
REM These at itJ^T^rk. must be typed
i n per f ec 1 1 y ! '. '.
DATA 4556,4216,7888,4777,7684,87
89, 6732, 3655, 3808, 3587, 6205, 6 OS6
, 5406, 5712, 673 1 , 7528, 7 758, 7 120, 6
184 , 5743, 6210
DATA 6677,5602,7418,7558.7271,13
54
GRAPHICS 0:SETCOLOR 2,12,4:? "Co
ngratul ati ons- EdEMUM" : ?
? "Enter output -filename below."
:? "Use AUTORUN.SYS for easiest
use . "
? "AUTORUN.SYS will boot up on a
":? "disk containing DOS."
? :? "If you use another name, y
ou must":? "use MEM.SAV and DOS
selection L":? "to load the prog
ram. "
? 5? "Use the D: prefix.":?
? "Fi 1 ename" ;: INPUT Ft
7 :? "Writing -f i 1 e ": SETCOLOR 2.7
,4
TRAP 500:DPEN «1,8,0,F*
PUT #1,255:PUT *1,255
PUT «1,0:PUT «l,3i:PUT #1,42:PUT
#1 , 37: RESTORE 7936
FOR 1=7936 TO 9514:READ A:PUT *1
,A:NEXT I
PUT #1,224:PUT »1,2:PUT #1,225:P
UT #1,2:PUT #1,53:PUT #1,35
CLOSE «1:TRAP 40000 : SETCOLOR 2,9
,4
? :? "File saved OK. Have funi"
END
CLOSE »1:SETC0L0R 2,4,4:? :? " HT
Hin;-" ; PEEK ( 195) ; " trying to save
" ; F«
END
REM
REM
REM
REM
REM
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
Machine language equivalent
of VIDEO 80. Must be typed
accurately to function.
0,0,0,0,0,0
O, 68, 68, 68, 68, 0
68, O, 17 O, 170, 170, 0
O, 0, 0, O, 170, 238
170, 238, 17 0,0, 68, 102
136,68,3 4,204,68,0
136, 34,68, 136, 34, 0
20 4, 10 2, 238, 102, 204, 68
174 COMPUTE! Apnl19U
and so there were keys
fortheAtari400.
. n the be^lfflning there was the membrane keyboard.
So it was to be done that Inhome Software would create a full-stroke
keyboard for the Atari 400 Home Computer and it would be called the B Key
400, and would sell for SI 19.95 U.S. funds.
The new B Key 400 was made so easy to install that the owner could do
it himself in a miraculous two minutes.
With the B Key 400 keyboard from Inhome Software, you will follow
into the land of professional home computers that are powerful, easy to
program and have a great capacity that can be made even greater with Inhome
Software 48 K and 32K memory boards. It was done and it was good.
INHOIV/S
ADVANCING THE PROGRESS
Inhome Software Incorporated, 2485 Dunwin Drive, Mississauga, Ontario, L5L ITI (416) 828-0775. Atari is a trade marl< of Atari Inc. Made in Canada
7984
7990
7996
aoo2
sooa
B014
8020
8026
8032
a03B
8044
B050
8056
S062
8068
B074
8080
8086
8092
a09B
8104
81 lO
8116
B122
8128
8134
8140
8146
8152
8158
8164
8170
8176
8182
8188
8194
8200
8206
8212
8218
B224
8230
8236
8242
8248
8254
B260
8266
8272
8278
8284
8290
8296
8302
8308
8314
8320
8326
8332
8338
8344
8350
8356
8362
8368
8374
8380
8386
8392
8398
8404
8410
176 COMPUni
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DA J A
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
, 238, O, 238
, 6B, O
170, 170. 238
338. 34
O, 68, 68, 68, O, O
0,0, 102, 136, 136, 136
136, 136, 102,204, 34,34
34, 34, 34, 204, O, 170
6B, 238, 68, 170, O, 68
68, 238, 6B, 6B, O, O
O, O, O, O, 68, 68
136, O, O, 238, O, O
0,0,0,0,0,0
O, 68, O , O, 0, 34
68, 136,0,0,2 38, 170
170, 170, 170, 238, O, 68
20 4, 68, 68, 68, 2 38, b
238, 34, 34, 238, 1 3 6, 238
O, 238, 34, 34, 238, 34
238, O, 170, 170, 170, 238
34, 34, O, 238, 136, 238
34,34,238,0,2 38. 136
238, 170, 170.
34 , 34 , 68, 68,
23B, 1 70, 238,
O, 238, 170, 170,
238,0,0,0,68,0
68, O, 0, O, O, 68
O. 68. 69, 136. 34. 68
136,68,34,0,0,0
238. O, 238, O, O, O
136,68.34.6 8, 136,0
O, 204. 34j 34, 68^ O
68,0, 102, 153, 187, 187
136, 102, O, 238, 170, 1 70
238,170,170,0,204,170
204, 170, 170, 204, O, 102
136, 136, 136, 136, 102, O
204, 170, 170, 170, 170, 204
O, 238, 136, 204, 136, 136
238,0,238, 136,204, 136
136, 136, O, 102, 136, 136
170, 170, 102, O, 170, 170
238, 170, 170, 170,0,238
68, 68, 68, 68, 238, 0
34, 34, 34, 34, 34, 204
O, 170, 170, 204, 170, 170
170, O, 136, 136, 136, 136
136, 238, O, 170, 238, 238
170, 170, 170, O, 204, 170
170,170,170,170,0,68
170, 170, 170, 170, 68, 0
a, 170, 238, 136, 136, 136
■?-Ki
0,238, 170, 170, 170, 170
238, 5 1 , 204, 170, 170, 204
170, 170,0, 102, 136, 204
34, 34, 204, 0, 238, 68
68,63,68,68,0, 170
170, 170, 170, 170, 238, O
170, 170, 170, 170, 170, 68
O, 170, 170, 170, 238, 238
170, O, 170, 68, 6B, 68
68, 170, 0, 170, 170, 238
68, 6 B, 68, O, 238, 34
68, 136, 136,2 38, O, 34
68, 68, 136, 68, 63, 34
O, 136, 68, 34, O, 0
O, 136, 68, 68, 34, 68
68, 136, 0, 68, 170, O
0,0,0,0,0,0
O, O, O, 255, 0, 153
255,255, 102,0,0,68
68, 68, 1 19, 68, 68, 68
34, 34, 34, 34, 34, 34
34, 6 8, 68, 68, 204, 0
O, O, 68, 68, 68, 204
8416
DATA
68, 68, 68, 0,0,0
8422
DATA
204, 68, 68, 68, 0, O
8428
DATA
0, 17, 34, 68, 136. O
8434
DATA
0,0, 136,68,34, 17
B440
DATA
0,0,0,17,51.119
8446
DATA
255, 0,0,0,0,51
8452
DATA
51,51,0,0,0, 136
8458
DATA
204, 238, 255. 51 , 51 . 51
8464
DATA
51 ,0, 0,0, 204, 204
B470
DATA
204. 204, b,0,0.23B
8476
DATA
0,0,0,0,0,0
8482
DATA
0,0,0,0,0,0
8488
DATA
255, 0,O, O, 0,204
8494
DATA
204, 204, 0, O, 68, 1 70
8500
DATA
68, 238, 0. 0. 0. O
8506
DATA
1 19, 68, 68, 68, O, 0
8512
DATA
O, 238, 0, 0, 0, 68
851S
DATA
68, 68, 255, 68, 68, 68
8524
DATA
O, O, O, 238, 238, 238
B530
DATA
0,0,0,0,0, 238
8536
DATA
238, 238, 136, 136, 136, 136
8542
DATA
136, 136. 136. 0. O. 0
8548
DATA
255,68, 68,68,68, 68
8554
DATA
68, 255, 0,0,0. 204
8560
DATA
204, 204, 204, 204. 204, 204
8566
DATA
68, 68, 68, 1 19, O, O
3572
DATA
O, 20 4, 136, 204, 136, 20 4
8578
DATA
102, O, 68, 238, 68, 68
S5B4
DATA
68,0,0,68, 68. 68
SS90
DATA
238,68,0,0,34,68
8596
DATA
238, 68, 34, 0,0, 136
8602
DATA
68, 238, 68, 136, O, O
S60B
DATA
0, 102, 255, 2 55, 102, O
8614
DATA
O, 0, 0, 102, 34, 238
8620
DATA
238, 0, 136, 136, 204, 170
8626
DATA
170, 204, 0,0,0, 102
8632
DATA
136, 136, 102,0,34,34
8638
DATA
102, 170, 170, 102, 0, O
8644
DATA
0, 2 38. 2 38, 136, 238. 0
8650
DATA
0,204, 136,204, 136, 136
8656
DATA
0,0,0,102, 170,238
8662
DATA
34,204, 136, 136, 136. 204
8668
DATA
170, 170, O, 0, 68, O
8674
DATA
68, 68, 68, O, O, 34
8680
DATA
0, 34, 34, 34, 204, 136
8686
DATA
136, 170, 204, 170, 170, 0
8692
DATA
68, 63, 68, 68,68. 68
8698
DATA
0,0,0, 170, 238, 170
8704
DATA
170,0,0,0,204, 170
87 lO
DATA
170, 170, 0,0,0, 238
8716
DATA
170, 170, 238, 0, O, O
8722
DATA
204. 170.204, 136, 136. O
8728
DATA
O, 102, 170, 102,34, 34
8734
DATA
0, 0, 102, 136, 136, 136
8740
DATA
0.0,0, 238, 136, 102
8746
DATA
233,0,0, 68,238,68
8752
DATA
68, 102, O, O, O. 170
8758
DATA
170, 170, 238,0, 0,0
8764
DATA
170, 170, 170,68, 0, O
B770
DATA
O, 170, 170, 238, 170, 0
8776
DATA
0,0, 170, 68. 170. 170
8782
DATA
0,0,0, 170, 170, 102
8788
DATA
34, 204, O, 0,238,69
8794
DATA
136,238,0,0,68,238
8800
DATA
238,68, 238,0,68.68
8806
DATA
68, 68, 68, 68,68, 255
8812
DATA
153, 153, 153, 153, 153, 255
8818
DATA
34, 102, 238, 102, 34,0
8824
DATA
0, 136,204,238,204. 136
8830
DATA
0,0, 133, 203, 173,255
8836
DATA
2,208,251, 169, O, 133
April 1983
INTRODUCING
ATARI
^^muL
ATARI
HARDWARE FOR ATARI® COMPUTERS AT PRICES THAT DESTROY THE CQMPETiTION
HERE IS WHAT YOU GET FOR YOUR MONEY!
• The best products at the best price [In the average 18% below retail]
On orders over S50, FREE shipping (blue label] within the U,S, No C.O.D. charge
-^ — . .. ^^^ AA_ m, M M mm m N.J. ASK
TO ORDER CALL 800-835-5465 °"^, j,,^^^^
OUR MACHINE TOOTSIE WILL ANSWER THE PHONE
Give her your full name — full address — If possible your home & work telephone number
Leave message, order by part * and specify quantity, or order FREE catalog
Someone will coll to verify your order if you mode one.
NOTE; THE PRICE ON THE BOARDS THAT REQUIRE A 16K IN TRADE WOULD BE S20 HIGHER REFUNDABLE UPON RETURN OF 16K BOARDS
MANUFACTUfiER
..AUSTIN FRANKLIN
XTRA HARDware
NEWELL INDUSTRIES
C.D.Y, CONSULTING
iCREATIVE FIRMWARE
MiSCELLANEOUS
•NAME
AUSTIN
80 COLUMN
VIDEO BOARD
AUSTIN BOARD
XTRA48
XTRA52
XTRA64
XTRASLOT
XTRASLOT+
FASTCHIP
RAMROD
OMNIMON!
EPROM
BURNER
ADAPTER
CARTRIDGE
BOARD
CARTRIDGE
COVER
DESCRIPTION
80 COLUMN BOARD; MANY OPTIONS
AND LABOR WARRANTY
1 YEAR PARTS
48K MEMORY: LIFETIME WARRANTY
48K MEMORY
52K MEMORY
64K MEMORY
BANK
SELECT
■ MODIFIED 16K BOARDS
■ GOLD EDGE CON.
. 1 YR. PARTS/LABOR WAR.
A SECOND MEMORY SLOT (KIT)
SAME AS ABOVE PLUS A
MONITOR OUT-PUT
INSTALLATION
AVAILABLE
A REPLACEMENT FOR THE FLOATING POINT ROM
A SMART ALTERNATIVE TO THE 10K ROM BOARD
• COMES WITH OMNIMON!
• A RESIDENT MONITOR CHIP • ALWAYS AVAILABLE
• A VERY POWERFUL DEBUGGING TOOL
(DEVELOPED BY DAVID YOUNG)
• AN EASY TO PUT TOGETHER KIT • ALL PARTS
EXCEPT CASE 'FULLY DOCUMENTED • USER
FRIENDLY SOFTWARE
• A PROGRAMMING ADAPTER KIT (USED WITH THE
ABOVE) FOR 2732 AND 2732A EPHOMS
• iKIT) COMES WITH ALL PARTS EXCEPT EPROMS
• ALLOWS YOU TO COPY PROGRAMS TO
CARTRIDGE FORM
PLASTIC COVER THAT PROTECTS YOUR NEWLY
MADE CARTRIDGE BOARDS
FITS
■400^800
400/800
400/800
400/800
400/800
400
400
400/800
800
400/800
400/800
EPROM
BURNER
400/800
400/800
ORDER # PRICE
100
101
102
103
104
105
106
107
108
109
110
111
112
113
$224.95
$105.95
S 94.95
S109.95
CALL
CALL
CALL
$ 39.95
$139.95
S 79,95
S 79.00
$ 15.00
CALL
CALL
CONDITIONS
16K 4
IN
TRADE
■ NOTE: TO FIT THE 400 YOU MUST ADD XTRASLOT +
USER GROUPS
• RECEIVE ALL MANUFACTURER DISCOUNTS
• OTHER SPECIAL TREATMENT
UP-LOAD, DN-LOAD TEXT FILES (Moil or Catalog Information)
VIA A TOLL FREE # - CALL FOR PASSWORD
What Do You Have to Do to Get
a Hardsel T-Shirt?
Just Ask Tootsie tor one.
In N.J. Add 6% Sales!
PRODUCT NAMES AR£ REGISTERED TRADEMARKS
OF THE MANUFACTURERS.
ATARI IS REGISTEBED TRADEMARK.
HARDSEL
P.O. Box 565
Metuchen, NJ 68840
8842 DATA 207,165,203,16,9,41
8B4B DATA 1 27 , 1 33 , 203, 1 6?, 255 , 133
8854 DATA 207,32,4,35,165,85
BS60 DATA 74,24,101,205,133,205
8866 DATA 144,2,230,206,169,0
8872 DATA 133,209,165,203,10,3b
8878 DATA 209,10,38,209,10,38
8884 DATA 209,56,229,203,133,208
8890 DATA 176,2,198,209,24,165
8896 DATA 208,105,0,133,208,165
8902 DATA 209,105,31,133,209,160
8908 DATA 0,165,85,74,176,17
8914 DATA 177,208,69,207,41,240
8920 DATA 133,204,177,205,41,15
8926 DATA 5,204,76,241.34,177
8932 DATA 208,69.207,41,15,133
8938 DATA 204,177,205,41,240.5
8944 DATA 204,145,205,24,165,205
S950 DATA 105,39,133,205,144,2
8956 DATA 230,206,200.192,7,208
8962 DATA 202,96,24,169,0,133
8968 DATA 205,133,206,165,84,10
8974 DATA 10,10,133,204,38.206
8980 DATA 10,38,206,10,38,206
8986 DATA 101,204,144,2,230,206
8992 DATA 10,38,206,10,38,206
8998 DATA 10,38,206,24,101,88
9004 DATA 133,205,165,206,101,89
9010 DATA 133,206,96,160,0,185
9016 DATA 26,3,201,0,240,10
9022 DATA 200,200,192,34,208,243
9028 DATA 56,160,147,96,169,86
9034 DATA 153,26,3,200,169,100
9040 DATA 153,26,3,200,169,35
9046 DATA 153,26,3,169,43,141
9052 DATA 231,2,169,37,141,232
9058 DATA 2,96,117,35,1
9064 DATA 1,36,170,35,1
9070 DATA 116,35,76,115,35,160
9076 DATA 1,96,169,0,133,84
9082 DATA 133,85,133,107,133,0
90S8 DATA 133,3,133,1,169,79
9094 DATA 133,4,169,23,133,2
9100 DATA 169,128,133,5,169,8
9106 DATA 133,43,169,12,133,42
9112 DATA 32,246,243,162,0,142
9118 DATA 197,2,162,10,142,198
9124 DATA 2,142,200,2,76,115
9130 DATA 35,32,177,35,76,115
14, 35
16, 35
9136
9142
9148
9154
9160
9166
9172
9178
9184
9190
9 196
9202
9208
9214
9220
9226
9232
9238
9244
9250
925 6
9262
9268
9274
9280
9286
9292
9298
9304
9310
9316
9 322
9328
9334
9340
9346
9352
9358
9364
9370
9376
9382
9388
9394
9400
9406
9412
9418
9424
9430
94 36
9442
9448
9454
9460
9466
9472
9478
9484
9490
9496
9502
9508
9514
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
35,
16.
48,
228
166
134
176
2oa
201 , 125, :
37 , 1 66 , 3 ,
2, 134, 85,
08, 3, 76
228, 85
166, 4
85, 176, 2
1 , 228, 84
84, 166, 2
2, 134 , 84,
134, 85
48, 2
228, 84
20i , 155
7 , 165, 3, 133, 85
76, 243, 35, 32, 203, 36
32, 128, 34, 16 6, 85, 228
4, 208, 16, 166, 3, 134
85, 166, 84, 228, 2, 208
3, 76, 96, 36, 230, 84
96, 230, 85, 96, 166, 1 07
240, 12, 166, O, 189, 128
5, 198, 107 , 230, O, 76
1 15, 35, 162, 0, 134, O
134, 107, 165, 5, 32, 128
34, 32, 226, 246, 192, 127
176, 35, 201 , 155, 240, 36
201, 1 26, 208, 6, 32, 218
36, 76, 24, 36, 166, 107
16, 6, 32, 253^ 36. 76
24, 36, 157, 128, 5, 32
17 7, 35, 230, 107, 7 6, 24
36, 169, 155, 76, 117, 35
169, O, 32, 128, 34, 169
155, 166, 107, 157, 128, 5
230, 107, 32, 177, 35, 76
2, 36, 165, 1 , 133, 84
32, 4, 35, 165, 2, 133
84, 166, 204, 165, 2, 10
lO, lO, 133, 100,24, 165
205, 105, 64, 133, 176, 165
206, 105, 1 , 133, 177, 165
3, 74, 168, 177, 176. 145
205,200, 152, 10, 197,4
14 4, 24 5, 24, 165, 205, 1 OS
40. 133, 205, 14 4, 2, 230
206, 232, 228, lOO, 208, 2 12
56, 165, 205, 233, 40, 133
205, 176,2, 198, 206, 162
8, 165, 3, 74, 168, 169
O, 145, 205, 200, 152, lO
197, 4, 144, 245, 24, 165
205, 105, 40, 133, 205, 144
2, 230, 206, 202, 208, 227
96, 168, 42, 42, 42, 42
41,3, 170, 152, 41 , 159
29, 246, 254,96, 169, 0
32, 128, 34, 165, 107,240
25, 165, 85, 197, 3, 240
5, 198, 85, 76, 250 , 36
165, 4, 133, as, 165, 84
197, 1 , 240, 2, 198, 84
198. 10 7, 96, 162, 175, 142
O, 210, 142, 1 , 210, 160
0, 136, 208, 253, 202, 224
159, 208, 24 3, 96, 165, 1
133. 84, 32, 4, 35, 56
165, 2, 229, 1 , 24, 1 OS
1,10,10,10, 170, 32
173,36, 165,3, 133,85
96, O. O, 0, 0, O
Program 2.
An all-software 80-column screen on the Atari with
"Video-80."
100 REM
110 GRAPHICS 8+16:REM Only need this
i -f you use graphics
120 OPEN #1 , 12, O, " V: " : REM Open V: de
vice
178 COMPUTE! ApfilWeS
130
140
ISO
iibO
170
180
1 9 0
2 00
210
220
230
24 0
250
260
27 0
2S0
290
300
DI M
REM
COLO
PLOT
3,31
AWTO
POSI
? #1
80
"^ # 1
REM
FOR
. 48 +
: POS
T I
REM
FOR
ION
HEN
PUT
POKE
E 4,
POSI
? 4»1
INPU
I F A
GOTO
END
A« ■; 127)
Draw window outline
R 1:PL0T 0,88:DRAWT0 319,88
38.31:DRAWTD 38,191:PLOT 12
:DRAWTO 128,191:PLDT 0.31:DR
3 19,31
TION 2,0
:"A11 this and WINDOWS too'
columns sure is neat, huh?":
LABEL COLUMNS:
1=1 TO a:FDR J=0 TO 9:PUT #1
J:NEXT J:NEXT I : FOR 1=1 TO 7
IT I ON 10*1,1: PUT #1.4a+I:NEX
draw character set
1=0 TO 3:F0R J=0 TO 31:P0SIT
J+40, 5+1 : A=I *32+J : IF A=125 T
A=0
#1, A: ME XT J: NEXT I:? ttl
1,4: POKE 2, 10: POKE 3,10:P0K
31:REM SET WINDOW
TION 0,0
; "Enter some text:"
T #1 ; A*
*="DUIT" THEN 300
2 70
Program 3.
lOO REM ■.■iil-Jd!Bi!:J^;».'JJM.i=L'Ji4tf^
110 REM
120 FOR 1=1536 TO 1568: READ A: POKE I
,A:NEXT I
130 SRAPHICB O:? " L'JUit J.^HIv OPEN Rout
i ne "
140 ? :? "Now loaded. Use PRINT USR
( 1536) "
150 ? "to re-OPEN Editor device to V
:":? "(Video 80 must he activate
d ) "
160 ? :? "To save to disk, enter DOS
170 ? "Menu selection K. BINARY SAVE
ISO ? "then enter:"
190 7 "VOPEN. OBJ , 0600, 0620"
200 7 :? "To load VOPEN, enter L. BI
NARY LOAD"
210 7 "and answer prompt with VOPEN.
OBJ"
220 ? :? "Enter B. RUN CARTRIDGE to
exit DOS"
230 ? :7 "Good lucl-!":? : END
240 DATA 104,162,0,169,12,141,66
250 DATA 3,32,86,228,162,0
260 DATA 169,3,14 1,66,3,169
270 DATA 32,141,68,3,169,6
280 DATA 141,69,3,32,86,228,96,86 @
ATARI* ALERT!!!
GET THEM
WHILE THEY'RE RED HOT
IF YOU OWN AN ATARI * 400/800 AND WOULD LIKE TO BACK UP YOUR AUTO-BOOT
(BINARY)PROGRAMS ON CASSETTE OR DISK, THESE ARE THE UTILITIES FOR YOU.
(1) BOOT TAPE BACKUP: ALLOWS YOU TO COPY
AUTO-BOOTCASSETTESWITHOUT A DISK DRIVE.
ALSO DISPLAYS A HEX LIST OF BOOT CASSETTE
(2) TAPE TO DISK: BRING YOUR AUTO-BOOT
CASSETTESUP TO DISK (BINARY- FILE).
(3) DISK TO TAPE: LETS YOU MAKE AN AUTO-BOOT
CASSETTE FROM A BINARY DISK FILE.
NOTE:
•THESE UTILITIES REQUIRE 48K.
•THEY WILL NOT DO MULTISTAGE LOADS.
• PROGRAMS ARE NOT INTENDED FOR PIRATING BUT
FOR BACKING UP PERSONAL ARCHIVES.
• BECAUSE IT IS POSSIBLETHATTHIS PROGRAM MAY
BE REPRODUCED, THERE IS A GUARANTEE OF
REPLACEMENT ONLY-NO REFUNDS.
• •REGISTERED TRADE MARK OF ATARI
MAIL TO: PROGRAMS PLUS
P.O. BOX 369
DEER PARK, NEW YORK 11729
ORDER BY PHONE #516-242-1945
NAME
STREET
CITY
STATE /ZIP
CHECK ONE
()1 FOR $29.95
()2FOR$39.95
()3FOR$49.95
CREDIT CARD #
ADD $2.50 FOR SHIPPING AND HANDLING
Allow 4-6 weeks for delivery
CHECKONE
0 CHECK OR
MONEYORDER
0 MASTERCARD
OVISA
April 1983 COMPUn! 179
PROGRAMMING THE Tl
C Regena
Secondary Education
One of the early complaints about the TI was the
lack of educational software for the secondary
school level (junior high, middle, or senior high
schools). The Scott, Foresman company de-
veloped excellent courseware in mathematics and
reading for the elementary grades {starting with
the primary grades for their first modules). Many
users wondered if their children would "outgrow"
the computer. Is the TI only for younger children?
The answer is that the powerful graphics and
sound capabilities make the TI an excellent
learning tool for young children, but there is no
reason we cannot use the same computer for older
children (and for adults with home and business
applications).
In the last year the software growth rate has
been phenomenal, including "third party" educa-
tional software for the TI. The computer can be
used in just about any subject area. New software
companies and new products are being created
daily. I'm going to review a few applications for
older students here; but keep in mind that even
between the time I write this column and the time
it is published, many more products will probably
be announced.
Educational Modules
Texas Instruments has several modules that could
be used in the junior high, middle school, or senior
high school. Weight and Nutrition is a module
that could be used by secondary students studying
health or home economics.
Music students (and even non-musicians)
can compose with the Music Maker command
module. There are several options, including one
in which short lines are placed on the screen and
moved up or down as desired. Press a key and
listen to the pattern you just created. One of the
options lets you choose notes and rests and place
them on a staff. You may choose a key signature
and time signature. As you place the notes on the
staff you can see, for example, what proportion of
the measure a quarter note requires. When you
finish the measure, you may listen to it or go to
ISO COMPUTE! Aorin963
the next measure. You may play more than one
note at a time if you wish. And if you compose
something really special, you can then save your
masterpiece on cassette.
Music students will also enjoy programming
their own music either to learn a difficult piece, to
sing along with, or to use as accompaniment for a
solo instrument. You don't often think of using a
computer in a music class, but because of the
excellent sound capabilities of the TI the music
departments may soon be begging for their own
computers.
The Home Financial Decisions module could
be a boon to economics classes. No longer do you
need to find the right table in the back of the
textbook, pick the right formula, interpolate, etc.
Use the TI computer and this module. Suppose I
want to buy a house and need to borrow some
money. Press 1 for loans, press 2 for size of pay-
ments. Enter $65,000 for the loan, 360 monthly
payments, and perhaps an interest rate of 12,5. I
can find out immediately that the monthly pay-
ment is 5693,72.
For physics and engineering students Texas
Instruments has disk or cassette software called
Electrical Engineering Library and Structural En-
gineering Library. Texas Instruments also has a
Math Routine Library for advanced math students.
Many times those tough equations that used to
take hours or days to solve may now be solved
easily and quickly with the computer.
The T1-99/4A keyboard has the letters in the
same positions as those on a standard typewriter,
and the shapes of the keys are similar, so the com-
puter is ideal for touch-typing students. Students
may use the Texas Instruments Touch Typing
command module.
The Addison-Wesley Publishing Company
has Computer Math Games, and Scott, Foresman
has Math Action Games for grades one through
eight or nine. What a way to practice math skills -
by playing a video game! Milliken Math is also
developing a math drill and practice series for
grades one through eight.
The Minnesota Educational Computing Con-
sortium (MECC) is renowned for its educational
software for grades one through eight in a variety
of math and science subjects. Their software is
being developed for the TI computer on dislcette.
Control Data Publishing Company is another
pioneer in computer-aided instruction with their
PLATO programs for all ages in all subjects. The
first programs available for the TI (also for Atari
800 and Apple II Plus) are math, physics, French,
German, and Spanish. For the TI you need the
32K memory expansion, disk controller, one disk
drive, and the PLATO interpreter cartridge.
Math Competency Programs
Below are two short programs for secondary
school students. These are called "Math Compe-
tency" because these types of problems are found
in SRA, ACT, or other high school standardized
competency tests. Younger students (third grade
and up) should also be able to use the programs.
"Buying Items" gives a list of five items with
their prices. The first question requires a total cost
for all five items. The second question asks which
two items may be purchased with a given amount
of money. The question is in multiple-choice form.
"Earning Money" is a program using hourly
or weekly wages to find a total earned for a given
amount of time.
If you enter incorrect answers, you will be
reminded how to get the right answer, and you
will be given the same type of problem again. If
you enter correct answers, you have the choice of
solving another of the same kind of problem or
continuing on to different sorts of questions.
Programming Techniques
"Buying Items"
There are three different categories for price
lists. The number A is chosen randomly to be 1,
2, or 3. School supplies is number 1, a toy store is
number 2, and a grocery store is number 3. The
items IS are read in as data in an array 1S(A,C),
where I$(2,4) would mean the name of an item in
category 2 (toys), the fourth item listed.
The data for each item includes a minimum
price I(A,C,1) and a maximum price I(A,C,2). For
the actual price list for the problem, the price P is
a random number from the minimum to the
maximum:
D = I(A,C,2)-I(A,C,1)
P = I(A,C,1) + INT(RND*D + 1)
A subroutine is used to convert the price cal-
culated as a number of cents to a dollar value for
printing in the problem. The price P is a whole
number of cents. For example, 9 would be 9 cents;
59 would be 59 cents; and 135 would be 135 cents.
To get the computer to print a decimal number
that may include zeros for dollars, I use string
manipulation. First let PS be the string value of P.
If the length of P$ is 1, that means there is a
single digit. In dollars we'll need a leading zero,
so PS = "0"&P$. Next I check to see if we have
only cents - a length of 2 - because if there are
only cents I want a space between the dollar sign
and the decimal point. Therefore, if LEN (P$) is
equal to 2, then PS = " "&PS. Now I put the right
two characters to the right of a decimal point,
and whatever is to the left are dollars. The sub-
routine is:
460P$=STR$(P)
470 IF LEN(P$)>1 THEN 490
480P$="0"&P$
490 IF LEN<PS)>2 THEN 510
500PS=""&PS
510PRS = SEGS(PS,LEN(P$)-1,2)
520 PL$ = SEGS(P5,l,LEN(P$)-2)
530 PS = "$"&PLS&"."&PR$
540 RETURN
To combine string variables, an ampersand
sign is used rather than a plus. In TI BASIC, IF-
THEN-ELSE statements must contain statement
numbers rather than commands. STR$ changes a
number to a string. LEN(PS) finds the length or
the number of characters in PS. SEGS(PS, A,B)
yields the segment of the string P$ starting with
the character in spot number A and containing
the number B characters.
"Earning Money"
The names of the people in the problems are
read in as N$(I) and T$(I) where I is a subscript
from 0 to 5. The ways of earning money are read
in as phrases JS(I).
The wage earned is P = 100-1- 25''INT(RND*
10), which will translate from a dollar to as high
as $3.25, in amounts divisible by 25(/:. With this
program, the amount earned, P, is known to be at
least $1, so the subroutine for printing the dollar
amount is:
340P$ = STR$(P)
350PS = "S"&SEG$(P$,1,LEN(PS)-2)&"."&SEGS(P$,
LEN{P$)-1,2)
360 RETURN
A name is chosen with the random number
N, and the number of hours in the first problem
is a random number H = 8-1- INT(RNDni). For
the second tvpe of problem, the number of weeks
is a random number W = INT(RND*19) + 2, which
can be from two weeks to 20 weeks. The third
type of problem chooses a random name, a ran-
dom job, and a random number of weeks
W = INT(RND*8)-^2, which is from two weeks to
nine weeks.
Program 1.
lOO CALL CLEAR
llO PRINT TAB(6);"riATH COMPETENCY"
120 CALL CHAR ( 136, "080402FF02040S" )
13Ct PRINT : : : TAB <7) ; "BUYINB ITEMS"
140 CALL COLOR (14, 9, 16)
Aprit1983 COMPUTE! 181
150 PRINT ::-.;: TAB (7) ; "BY REGENA"
160
170
ISO
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
4B0
490
500
510
520
530
540
550
560
570
580
590
600
610
620
630
640
650
660
670
680
690
700
710
720
730
740
750
760
770
780
790
2) , N* (6) , J (5)
3
5
C) , I (A,C, 1 ) , I (A,C,2)
DIM I*(3,5),I(:
H« (3) , S« (4)
FDR C=l TO 6
READ N*<C)
NEXT C
FOR A=l TO
FOR C=l TO
READ I*<A.
NEXT C
NEXT A
DATA ANSI E.CINDY, CHER Y.RICKY, BOB
BY, RANDY, PENCIL, 8,15
DATA ERASER, 2, 10, NOTEBOOK, 35, 99,
RULER, 29, 49
DATA PAPER, 59, 90, DOLL, 249, 599, BA
LL, 49, 89, TRUCK, 100, 150
DATA GAME, 270, 500, MODEL , 300 , 700 ,
CANDY, 20, 50
DATA MEAT, 123, 425, FRUIT, 24^50, CH
IPS, 100, 257, BREAD, lOO, 179
H«<1)="PENCIL AND ERASER"
H*(2)="BALL AND TRUCK"
H*(3>="CANDY AND FRUIT"
GOTO 550
PRINT TAB ( 15) ; "PRESS <:ENTER>";
CALL KEYC0,K,S)
IF K<>13 THEN 350
RETURN
330, 2)
262, 2)
CALL SOUNDtlOO,
CALL S0UND<150,
RETURN
CALL SOUND ( lOO, 262, 2)
CALL SOUND < 100, 330, 2)
CALL SOUND ( lOO, 392, 2)
CALL BOUND <200, 523, 2)
RETURN
P*=STR* (P)
IF LEN(P«)>1 THEN 490
P*="0"S<PS
IF LEN<P*)>2 THEN 510
P*=" "&P*
PR«=SEG$(P«,LEN(Pt)-l,2)
PL*=SEG* (P«,l,LEN(P*)-2)
P*="*"S<PL*&" . "&PR*
RETURN
RANDOMIZE
A=INT <RND»3+1 )
TP = 0
CALL CLEAR
PRINT "GIVEN THIS
FOR C=l TO 5
D=I <A, C, 2) -I <A, C, 1 >
P=I (A,C, 1)+1NT <RNDtD+l >
G05UB 460
TP=TP+P
PRINT TAB(6) ; I* CA, C) ; TAB< 15) ; P«
NEXT C
R=INT (RND413+4)
CALL COLOR < 13, R, R)
CALL HCHAR < 18, 6, 128, 18)
CALL VCHAR < 19, 6, 128, 5)
CALL VCHAR< 19, 23, 12S,5)
CALL HCHAR (24, 6, 128, IS)
F=INT (RND*2 + 1 )
IF F=2 THEN 790
PRINT ::"HOW MUCH WILL IT COST"
PRINT "TO BUY ALL THE ITEMS"
PRINT "ON THE LIST?"
GOTO S30
N = INT <RND*6+1 )
PRICE LIST:
800
810
820
830
840
850
860
870
BOO
890
900
910
920
930
940
950
960
970
980
990
lOOO
lOlO
1020
1030
1040
1050
1060
1070
1080
1090
1 100
1110
1 120
1 130
1 140
1 150
1 160
1 170
1 ISO
1 190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1290
1300
1310
I320
1330
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
1440
1450
1460
PRINT
PRINT
PRINT
BE?"
INPUT
IF ABS
GOSUB
PRINT
P = TP
GOSUB
PRINT
GOSUB
GOTO 5
GOSUB
CALL H
IF F = 2
PRINT
GOTO 9
PRINT
PEND"
IF A < >
M=INT <
GOTO
IF A<
M=INT
GOTO
M=INT
P = M
GOSUB
PRINT
S"
PRINT
IF F<
PRINT
GOTO
IF N>
PRINT
GOTO
PRINT
R=1NT
FDR V
IF V =
X=INT
S% <V>
X = INT
S* (V)
IF V =
FOR V
IF S*
NEXT
GOTO
S* <V)
PRINT
V)
NEXT
CALL
CALL
IF (K
CALL
IF K<
GDSUB
PRINT
CALL
IF K =
IF K =
GOSUB
CALL
PRINT
EMS
GOTO
CALL
END
: : N* <N) ; " W
"EVERYTHING
"WHAT WILL
" * " : X
(X-TP/ 100) <
3SO
: "ADD ALL F
ANTS TO BUY"
ON THE LIST. "
THE TOTAL COST
.OOl THEN 920
IVE NUMBERS. "
IS ";P*::
:?, 128)
JLD ONLY SPEND'
460
"THE TOTAL
340
50
410
CHAR (20, 1,3:
THEN 970
"IF YOU COUL
SO
"IF ":N*(N);" COULD ONLY S
1 THEN 1010
RND*5+25)
1050
>2 THEN 1O40
<RND»36+239)
1050
(RND*I8+10O)
460
P*; •
WHICH OF THESE PAIR
"OF ITEMS COULD ";
>! THEN 1120
"YOU BUY?" : :
1 160
3 THEN 1150
"SHE BUY?" : ;
1 160
"HE BUY?" : :
(RNDJ4+1 )
= 1 TO 4
R THEN 12SO
(RND«2+4)
=1* (A, X)
<RND«3 + 1 >
= S«(V)S(" AN
1 THEN 1290
1=1 TO V-1
(VI )=S« < V) T
VI
1290
=H« (A)
TAB(3) ; CHR« C64 + V) ; " "S<S«(
D " ?< I * ( A . X )
HEN 1190
V
SOUND
KEY (O
<65) +
HCHAR
>64 + R
410
: "TR
KEY (0
89 TH
78 TH
380
HCHAR
: "TH
MUST
1370
CLEAR
(150, 1
, K,S)
(K>68)
<K-45,
THEN
Y AGAI
,K,S)
EN 550
EN 145
( 19+R,
E TOTA
BE LES
397, 2)
THEN 1320
4, 42)
1410
N ? ( Y / N ) " ;
0 ELSE 1380
3, 136)
L OF THE TWO IT
S THAN ";P«
182 COJMPUni April 19S3
Program 2.
100 CALL CLEAR
llO PRINT TAB(6);"HATH COMPETENCY"
120 PRINT ::: TAB (7) ; "EARNING MONEY'
130 PRINT : : : : : TAB <9> ; "BY REGENA":;
140
150
160
170
lao
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
34 0
350
360
370
380
390
400
410
420
430
440
450
460
470
480
490
500
510
520
530
540
550
560
570
580
590
600
610
620
630
640
650
660
670
680
690
700
710
26
26
33
39
52
DIM N«(5>,J*<5),T
FDR I=0 TD 5
READ N* < I ) , J* < I ) ,
NEXT I
DATA SAM, DOING OD
, MOWING LAWNS, AND
HILDREN, MARK, ANN
DATA RUNNING ERRA
ING HOUSEWORK, AUR
G ADS, DAWN
GOTO 370
PRINT : TAB ( 1 5 ) ; " P
CALL KEY(0,K,S)
IF K< > 13 THEN 220
RETURN
CALL SOUNDdOO,
CALL SOUNDdSO,
RETURN
CALL SOUNDCIOO
CALL SOUNDCIOO
CALL SOUNDCIOO
CALL S0UND(2OO
RETURN
P=100+25»INT(RND«
P*=STR« (P)
p$="*"s<SEG* <P«, 1 ,
SEG*(P*,LEN{P*)-1
RETURN
CALL CLEAR
RANDOMI ZE
N=INT (RND«6)
H=e+INT (RNDJl 1 )
GOSUB 330
PRINT N* (N) ; " WOR
R WEEK. ■■
IF N<3 THEN 460
PRINT : "SHE EARNS
GOTO 470
PRINT : "HE EARNS
PRINT P«; " PER HD
IF N<3 THEN 510
PRINT : "HOW MUCH
GOTO 520
PRINT : "HOW MUCH
PRINT : " IN A WEEK
INPUT "*":D
D1=P«H/100
IF ABS<D-D1)
GOSUB 280
PRINT : : "TRY
CALL KEY<0,K
IF K=a9 THEN
IF K=78 THEN
GOSUB 250
PRINT : "MULTIPLY"
P*: : "PER HOUR. "
P = H*P
GOSUB 340
PRINT : "THE ANSWE
GOSUB 210
GOTO 370
CALL CLEAR
RANDOMI ZE
N=INT (RND»6)
H=INT (RND*1 1 ) +8
« <5)
T« ( 1 )
D JOBS, JOHN, JOE
Y, BOB, TENDING C
NDS, LENA, SUE, DO
A, KAY, DELIVERIN
RESS <ENTER>";
0,2)
2 2 )
2,2)
0,2)
2,2)
3, 2)
10)
LEN (Pt) -2) S." . "S<
,2)
KS";H; "HOURS PE
UR. ■•
DOES SHE EARN'
DOES HE EARN"
?" : :
f.OOi THEN 610
AGAIN? (Y/N) "
S>
370
680 ELSE 5SO
UH; "HOURS BY '
R IS ";P*
720
730
740
750
760
770
780
790
800
810
820
B30
840
850
860
870
880
890
900
910
920
930
940
950
960
970
980
990
lOOO
lOlO
1020
1030
1040
1050
1O60
1070
loao
1090
1 100
1110
1 120
1 130
1 140
1 150
1 160
1 170
iieo
1 190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1290
1300
1310
1320
1330
1340
GOSUB 330
PRINT N*(N);" EARNS " ; Pt ; " PER H
OUR. "
IF N<3 THEN 770
PRINT : "SHE WORKS";
GOTO 780
PRINT : "HE WORKS";
PRINT H; "HOURS PER WEEK."
IF N<3 THEN 820
PRINT : "HOW MUCH WILL SHE EARN I
N"
GOTO 830
PRINT :"HDW MUCH WILL HE EARN IN
II
W=INT (RND* 19) +2
PRINT : W; "WEEKS?" : :
INPUT "*":D
D1=P«H»W/ 100
IF ABS (D-Dl ) >. 001 THEN 930
GOSUB 280
PRINT ::"TRY AGAIN? (Y/N)"
CALL KEY(0,K,S)
IF K=89 THEN 680
IF K=7a THEN 1030 ELSE 900
!50
"MULTIPLY" ; H; "HOURS
P*;" PER HOUR."
"THEN MULTIPLY BY";
"THE ANSWER IS ";
GOSUB
PRINT
PRINT
PRINT
KS . "
PRINT
P=H«P*W
GOSUB 340
PRINT P«: : :
GOSUB 210
GOTO 680
CALL CLEAR
J=INT (RND*6)
T=INT CRND»6)
GOSUB 330
W=INT (RND*8) +2
PRINT T*(T);" EARNED " ; PS ;
T WEEK"
PRINT : J* ( J ) ; " . "
IF T<3 THEN 1 1 30
W;
Y"
"WEE
LAS
PRINT
NT"
GOTO 1
PRINT
T"
PRINT
THE"
PRINT
PRINT
INPUT
IF SHE EARNED THIS AMOU
140
: " IF
HE EARNED THIS AMOUN
EVERY WEEK. WHAT WOULD
"TOTAL INCOME BE FDR
W; "WEEKS?" : :
*" : D
D1=P«W/ 100
IF ABS(D-Dl)
GOSUB 280
PRINT : : "TRY AGAIN
CALL KEY<0,K,S)
IF K=a9 THEN 1 030
IF K=78 THEN 1 330 ELSE 1220
GOSUB 250
: "MULTIPLY " ; P« ;
001 THEN 1250
(Y/N)
PRINT
K"
PRINT
P = P*W
GOSUB
PRINT
GOSUB
GOTO
CALL
END
PER WEE
: "BY" ; W; "WEEKS.
340
: "THE
210
i030
CLEAR
ANSWER IS
P*:
e
April 1933 COMPUTf! 183
VICword
Mark Niggemann
Many programmers find that typing a question mark
instead of having to type out the entire loord "PRINT"
is a great timesaver. How zvoidd you like to he able to
use single-key entry for 52 BASIC commands? With
VICword running in your VIC, you can hold doxvn the
SHIFT key and hit the letter "I" and the word "LOAD"
will appear on screen. Hold down the COMMODORE
key and hit "L" and "SAVE" zvrites itself on the screen.
Especially helpful when typing in those long BASIC
programs, VICword is a clez'er machine language pro-
gram that puts itself into memory (expanded or not),
protects itself from interference by BASIC, and then
tells you how to turn it on or off -whenever you want.
Just type in the program (SAVE a copy of it) and then
RUN it. It does the rest.
Before buying a Commodore VIC, I used my
father's PET for most of my programming work.
One nice utility programming aid that I had at my
disposal was Charles Brannon's "Keyword"
(COMPUTE!, August 1981, #15). After typing in a
couple of long programs on the VIC, I set out to
make a revision of Keyword for the VIC.
I was not content with only 26 defined keys.
After all, the VIC has both the COMMODORE
key and the SHIFT key. So, why not use both to
get a total of 52 defined keys? This would prove
to be a difficult task. The original Keyword pro-
gram relied on the fact that the ASCII code values
of the SHIFTed letters were in numeric order. On
the VIC, the COMMODORE keyed letters are not
in that order. This made things very tough.
After looking at Jim Butterfield's memory
map (COMPUTE!, January 1982, #20), I noticed a
curious link located at $028F and $0290, respec-
tively, that 1 thought might help. After some
further examination, I found that this link points
to a routine in ROM that sets up the appropriate
keyboard lookup table, depending on whether
the SHIFT, COMMODORE, or CONTROL key is
being depressed. The lights came on at this point.
Since this routine in ROM is part of the interrupt
scan for clock updating, cursor flash, and
keyboard handling, it is possible to run "VIC-
word" using this link and also to take care of the
problem of the COMMODOREd letters.
When you SYS the ON/OFF address given by
the loader program, VICword will set the link at
1U COMPVTII ApriM983
$028F and $0290 to point to its scan portion. In
scanning, VICword checks to see if the quote mode
flag is set. The reason this is done is so that you
can still get graphics characters when you need
them. If this flag is set, VICword will promptly
exit the scan. If it isn't, VICword then checks if
the SHIFT or COMMODORE key is being pressed.
If either is pressed, then the keyboard lookup
table pointer, located at $F5 and $F6, is set to point
at the SHIFT key lookup table.
By using this table, and not the COMMO-
DORE key lookup table, the ASCII values are in
numeric order. VICword will determine which
table of token values it will use and will read the
tokenized keyword for the particular key pressed.
The rest of VICword is identical to Keyword in
function.
Entering VICword
Some precaution should be observed when you
type in VICword. Since this is a machine language
program, a single mistake in the DATA statements
Keys Into BASIC Commands.
KEY SHIFT COMMODORE
A
PRINT
PRINT*
B
AND
OR
C
CHR$
ASC
D
READ
DATA
E
GET
END
F
FOR
NEXT
G
GOSUB
RETURN
H
TO
STEP
I
INPUT
INPUT#
J
GOTO
ON
K
DIM
RESTORE
L
LOAD
SAVE
M
MIDS
LEN
N
INT
RND
O
OPEN
CLOSE
P
POKE
PEEK
Q
TAB<
SPC(
R
RIGHTS
LEFTS
S
STRS
VAL
T
IF
THEN
U
TAN
SQR
V
VERIFY
CMD
W
DEF
FN
X
LIST
FRE
Y
SIN
COS
2
RUN
SYS
Cardco, Inc! announces five Ail-American ways to . . .
Expand your VIC
at affbrdable prices
A universal Centronics parallel
printer Interface for the VIC-20
& C-64 computers. Obeys all
standard VIC print commands.
Suggested Retail — S79.95
The CARDBOARD 3 is a fuse
protected, economy expansion
interface designed to allow tfie user
to access more than one of the
plug-in-type memory or utilitv
cartridges now available it will accept
up to three cartridges at once This
product includes reset button and switches
Suggested Retail — S39.95
A light pen lor the VIC-20 and C-64
computers with a switch on the barrel
and 6 good programs
Suggested Retail — 339.95
All Cardco products are Made in the U.S.A. and
are individually tested to ensure quality and
reliability. Superior technological engineering
optimizes the value/performance ratio of all of
our products.
The CARDBOARD 6 is a fuse
protected expansion interface
designed to allow the user to access
more than one of the plug-in-type
memory or utility cartridges now
available Additionally it allows switch
selection of games and other
programs now available <n the
cartridge format, without the necessity
of turning the computer off and on
again, thereby saving a great deal of
stress on your VIC-20 and on your
television or monitor.
Suggested Retail — $99.95
Specifications and prices subject to change.
Dealer inquiries invited.
United States: Cardco, Inc, • 313 Mathewson • Wichita, KS 67214 • (316) 267-6525
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East Canada: Hobby Crafl Canada • 24 Ronson Drive • Rexdols Ontario M9W1 B4 • (416) 241-2661
»)VIC-20 Is a registered trademark of Commodore
could cause VICword to crash. Generally, it is a
good idea to SAVE any machine language program
before you try to execute it. Then, if you do crash
and you can't get out of it by using RESTORE,
you can just load in the version that you saved
and recheck the DATA for any erroneous entry.
When I defined the keyword tables used in
VICword, I chose the most commonly used
keywords in BASIC. I tried to make most of the
SHIFT keys complementary to the COMMODORE
keys. For example, SHIFT G is GOSUB and
COMMODORE G is RETURN. Not all keys could
be paired up like this. See the table to find out the
key definition.
I have used VICword quite often to help out
on those long programs. I hope that VICword is
as useful a tool for you as it has been for me. If
you don't want to take the trouble of typing in
VICword, I'll provide you with a copy. Send a
blank cassette, an SASE mailer, and $3 to:
Mark Nigf^etnanii
Pearson #2208
FrikijHall
Iowa St. Uiiiversitif
AmcsJArMnZ
100 REM** VICWORD LOADER
140 IF PEEK(PEEK(56)*256)<>120THENPOKE56,
PEEK(56)-1:CLR
150 HI=PEEK(56) :BASE=HI*256
160 PRINT" {CLEARIpaTIENCE. . ."
a 70 FOR AD=0 TO 211: READ BY
180 POKE BASE+AD,BY: NEXT AD
190 :
2 00 REM RELOCATION ADJUSTMENTS
210 POKE BASE+26,HI: POKE BASE+81,HI .
220 POKE BASE+123:;HI: POKE BASE+iaa.rfl
230 :
240 PRINT" {clear}*** VICWORD ***"
2 50 PRINT"0N/0FF: SYS [REV }"; BASE
260 END
270 DATA 120, 173, 143, 2, 201, 32
280 DATA 208, 12, 169, 220, 141, 143
290 DATA 2, 169, 235, 141, 144, 2
300 DATA 88, 96, 169, 32, 141, 143
310 DATA 2, 169, 0, 141, 144, 2
320 DATA 88, 96, 165, 212, 208, 117
330 DATA 173, 141, 2, 201, 3, 176
340 DATA 110, 201, 0, 240, 106, 169
350 DATA 159, 133, 245, 169, 236, 133
360 DATA 246, 165, 215, 201, 193, 144
370 DATA 95, 201, 219, 176, 91, 56
380 DATA 233, 193, 174, 141, 2, 224
390 DATA 2, 208, 3, 24, 105, 26
400 DATA 170, 189, 159, 0, 162, 0
410 DATA 134, 198, 170, 160, 158, 132
420 DATA 34, 160, 192, 132, 35, 160
430 DATA 0, 10, 240, 16, 202, 16
440 DATA 12, 230, 34, 208, 2, 230
450 DATA 35, 177, 34, 16, 246, 48
460 DATA 241, 200, 177, 34, 48, 17
470 DATA 8, 142, 211, 0, 230, 198
480 DATA 166, 198, 157, 119, 2, 174
490 DATA 211, 0, 40, 208, 234, 230
500 DATA 198, 166, 198, 41, 127, 157
510 DATA 119, 2, 230, 198, 169, 20
520 DATA 141, 119, 2, 76, 220, 235
\&b COMPUIB Apitl1983
530
540
550
560
570
580
590
600
610
620
530
6 40
650
660
670
680
690
DATA 76, 67, 2 36
REM *VICW0RD TOKENS FOR SHIFT
DATA 153, 175, 199, 135, 161,
DATA 141, 164, 133, 137, 134,
DATA 202, 181, 159, 151, 163,
DATA 196, 139, 192, 149, 150,
DATA 191, 138
REM *T0KENS FOR COMMODORE KEY
DATA 152, 176, 198, 131, 128,
DATA 142, 169, 132, 145, 140,
DATA 195, 187, 160, 194, 166,
DATA 197, 167, 186, 157, 165,
DATA 190, 158, 0
KEY
129
147
201
155
130
148
200
184
171P,
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SIX TOOLS TO HELP YOU WRITE YOUR OWN
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DECODER — Decodes programs written in machine langtiage (like game cartridges, utility cartridges, and even the
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be studied to figure out how they did it. The programs created with the decoder can be customized with the EDITOR
AND INCORPORATED INTO YOUR OWN NEW GAME PROGRAM. The ASSEMBLER turns your programs
created with the Decoder and the Editor back into machine language and puts them out to tape or disk so the LOADER
can load them into the computer's memory to be tested and RUN. The MONITOR assists you in debugging your new
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CRAB
(Cross Reference For Atari BASIC)
Manny Juan
Remarkable for its brevity, this useful Atari utility will
print out a list of the variables in a BASIC pro^raui
and shozo in xohich U)ies they appear. It ivill work on
any Atari using a disk drive and for any BASIC pro;^ran!
stored with the SAVE command.
CRAB is probably the smallest and shortest cross
reference program ever written for any computer
(47 lines in less than 2K), and it is written entirely
in BASIC.
This was made possible by taking advantage
of two features of Atari BASIC; internal tokeniza-
tion and a "dynamic keyboard" capability.
Internal Tokenization
When a program is SAVEd to disk, it is stored
according to this scheme: 14 bytes from page zero
are written out first. These seven, two-byte regis-
ters serve as pointers J:o the different tables and
areas within the program. They are followed by
the variable name table, which is delimited by a
trailing zero byte. The variable value table comes
next, where one entry is eight bytes long, and
each corresponds to a variable in the previous
table. Finally, the tokenized BASIC statements
are written out in the internal format that they are
stored in RAM.
Dynamic Keyboard Capability
"Dynamic Keyboard" allows a program, while
running, to add or change statements into memory
by displaying those statements on the screen,
then invoking what Atari calls the "forced RE-
TURN" routine through a set of POKE statements.
This routine takes what is on the screen and pro-
cesses it as if it were input through the keyboard
and terminated with a RETURN key.
How CRAB Worics
This utility will run on any disk-based Atari system
and will cross reference programs stored with the
SAVE command.
It starts by asking which program on disk to
cross reference and determines whether it is in-
laS COMPUIE /VXU1983
deed a BASIC program by checking to see if the
first two bytes are equal to zero. These bytes nor-
mally contain the address of low memory when
used in RAM, but they are normalized to zero
when saved to disk or tape.
The subroutine GC (defined at line 60) is used
throughout the program to obtain the next byte
from disk.
Variable Name Table
The next 12 bytes are skipped because they are
not used by this utility. The utility is now ready
to process the Variable Name Table. This table is
actually a string of characters which contains all
the variable names used during the development
of the program in the order that they were entered.
The last byte of the variable name has its high bit
turned on to serve as a delimiter.
Whenever a variable name is extracted by
CRAB, its position in the table (relative to zero) is
added to 128, and the sum is multiplied by 100 to
create a Hne number. A REMark statement con-
taining only the variable name, but using the pre-
viously computed line number, is displayed on
the screen and gets added into memory using the
"forced RETURN" or "dynamic keyboard" feature
described above. (Screen display was "turned
off" in this program, but you can restore it by
REMarking the SETCOLOR statement in line
100.)
For example, if this utility itself were the target
program for cross reference, the first few variables
would be processed and added as REMark state-
ments into memory like this:
12800 REM TS
12900 REM I
13O00 REM T
13100 REM Z
etc.
The whole process of extracting the variables
from the Variable Name Table is done by lines 100
through 160 in the listing.
After all variable names have been stored
CRYPTO 800
Protect your valuable
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CRYPTO 8D0 you can convert
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data encryption standard endorsed
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ards for use by many government
agencies. The fastest computers
would take years to break this code
making it virtually uncrackable, 32K
Disk. $39,95
FILE -IT 2+ by Jerry White
A powerful financial database manage-
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each main field. Alph
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full field and sub-
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file merging.
Supports up to
4 drives includ-
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The "alternative"
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base managem
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$49.95
P/M 800 by Fred Tedson
Tho ULTI MATE Player/MISBile Editor
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SPACE SHUTTLE by Paul Kindl
Join the crew of the Space Shuttleas
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Fight bats and ghosts in the dark
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into memory as BASIC REMark statements, the
whole variable value table is also skipped (line
180) because the variables are not used by this
utility.
CRAB is now ready to process the program
statements.
Tokenized Variables
The first time a variable is used during program
development, its name is added to the variable
name table, and its position, plus 128, becomes
its token "assignment." Using CRAB again as our
example, the variable "T8" will always be to-
kenized into one byte as 128, the variable "1" as
129, "T" as 130, etc.
The token assignments are basically what
CRAB uses to recognize variables when it is step-
ping through the tokenized program. A token
whose value is 128 or greater is usually a repre-
sentation for a variable. However, it is still con-
ceivable that some tokens may contain such val-
ues. This is especially possible in line number
tokens, BCD numbers, and character strings with-
in REM or DATA statements. CRAB was written
to recognize and skip these instances.
When CRAB encounters the line number, it
saves it immediately (line 190). Lines 210 through
230 take care of recognizing and skipping REMark
and DATA statements. The end-of-statement
(token 20) and cnd-of-iine (token 22) delimiters
are caught at lines 240 and 250 to allow orderly
processing of statements. Line 270 checks whether
the token being processed is a number; if it is, the
next six bytes are skipped. (Numbers start with
token 14, followed by their BCD representation in
six more bytes.) And, finally, line 270 checks
whether the token being looked at is a variable.
When a variable is recognized, CRAB pre-
pares a REMark statement whose value is the
current line number being processed. Then it
takes the token value of the variable, multiplies it
by 100, and adds the usage count for that variable
(stored in array N). The result becomes the line
number of this REMark statement, which is again
inserted into its proper place in memory through
the use of the "dynamic keyboard" feature.
This procedure is best shown by an example.
Suppose the line being processed is line 40 of the
CRAB listing. In this case, the variables 1, Z, and
AS have token assignments of 129, 131, and 136,
respectively. At this point, both variables I and Z
would have a usage count of one (when they are
defined at line 10); while A$ has a usage count of
two, since it is also used in line 20.
At line 40, these usage counts all get
incremented by one, and the following BASIC
REMark statements are generated:
12902 REM 40
13102 REM 40
13603 REM 40
You can see that, after all variables have been
processed, the memory area after the CRAB utility
will be filled with hundreds of REMark statements,
starting with line 12800. Any line ending in 00
(evenly divisible by 100) would be carrying a vari-
able name, and it would be immediately followed
by scores of other REMark statements which list
all the line numbers that reference it. (And they
are sorted, too!)
It remains a simple matter for CRAB to skip
itself (lines 400, 410), process the above REMark
statements, and format them into a cross reference
listing.
RUN Notes
You will notice that the cross reference listing
produced does not show the variables in al-
phabetical sequence and that multiple references
to a variable in the same line appear as repeated
line numbers. This is the price we pay for a short
(but unique) cross reference program like CRAB.
Because of the way variable nanies are stored
in the variable name table (first come, first served,
and no garbage collection), it mav be a good idea-
to first LIST the target program to disk, reENTER
it to RAM (to clear unused variables), and then
SAVE it back in tokenized form. The resulting file
may then be processed by CRAB.
10 RE
AS
20 CL
2 -
3 0 TR
RE
OP
GC
GE
GO
IF
OG
90 FO
100 L
110 G
120 ?
4 0
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R : T
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AP 3
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EN »
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R J =
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OSUB
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AB
VER
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O: D
30:
INP
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GC:
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: EN
I T
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GC
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At
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70
TUR
C: B
A$
SS REFERENCE ATARI B
1, BY MANNY JUAN
l:T=2:Z=0:L=128:R=a4
127) , A* ( 16)
«( 125) ; "PROGRAM TO X
DSUB 6C:D=D+C
; " IS NOT A BASIC PR
12:D0SUB GC:NEXT 3
COLOR I , •?, 4
F NOT C THEN 170
) : ■^ CHR*C29):7 LN;" REM
130 ? CHR* (C-L* f 0 127) ) ; : IF NOT (Ol
27) THEN BOSUB GC:GOTO 130
140 SOUND Z.LN.ICS:"^ : "^ : "^ "CONT":PO
SITION Z,Z:POKE R,13:ST0P
150 POKE R, 1 2
liO LN=LN+H:GOTO 110
17 0 FOR J=Z TO 127:N<J)=Z:NEXT J
ISO FDR J=I TO 8* <LN/H-L) : GOSUB GC:NE
XT J
190 GOSUB GC: LN=C: GOSUB GC : LN=LN+C »T8
200 GOSUB GC: GOSUB GC
210 GOSUB GC: IF OI THEN 240
220 GOSUB BC: IF C ■: : 155 THEN 220
230 GOTO I90
240 GOSUB GC: IF C=20 THEN GOSUB GC:6a
TO 210
250 IF C=22 THEN 190
260 IF C=14 THEN FOR J=Z TO 5:GDSUB G
C:NEXT J:GOTa 240
1<J0 COMWnil Apnl1983
270 IF C<L THEN 240
280 D=C-L: N (D) =N <D) + I : SOUND Z,LN.10,S
: SOUND I , D+30, 10,8
290 ? CHR*(i25):? CHRt<2S')5? <L + D)tH +
N (D) ; ■■ REH " ; LN
300 ? : -^ : ? " CONT" : POS I T I ON Z,Z:POKE
R, 13; STOP
310 POKE R. 12
320 BOTO 240
330 TRAP 33333: SOUND Z , Z , Z , 2 : SOUND I,
Z , Z , Z
340 SETCOLOR 1.9,10:'^ CHR*(125)
350 X=PEEK ( 195) : IF X<>13i THEN ? "ERR
'■ ; X ; " AT LINE " ; PEEK ( 1 86 ) +PEE K ( 1
87) tTS: END
360 CLOSE #I:CLQSE #6:OPEN tt&,4,Z,"K:
370 "^ "HIT ANY KEY WHEN PRINTER IS RE
ADY<:5 SPACES>(DR ESC TO QUIT)"
380 GET #6,X:IF X=27 THEN END
390 LPRINT "XREF LISTING FOR ":A«
400 X=PEEK ( 136) +-PEEK ( 137) »T8
41 O PL = PEEK<X+T): LN = PEEK (X)+PEEK<X+I)
*Ta: IF LN<L«H THEN X=X+PL:GOTa 41
0
420 D=INT <LN/H) : M=LN-H*D: IF NOT M TH
EN LPRINT :LPRINT
430 PL=PEEK ( X+T) : FOR J=5 TO PL-T:LPRI
NT CHR« (PEEK < X+J ));: NEXT J
440 LPRINT " ";:IF NOT M THEN LPRINT
45 0 X = X+PL:LN = PEEKCX)+PEEK(X + I> *T8: IF
LN<32768 THEN 420
460 LPRINT :LPRINT rLPRINT D-L+I;" VA
RIABLES"
470 END ©
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Programming Characters
On An Expanded VIC-20
Paul F Schatz
You can use programmable characters in VIC programs
requiring tuore than 2.5K. The solution: move the
start of BASIC beyond the screen ami programmable
character RAM.
One of the best features of the VIC-20 computer is
its ability to define character sets. Besides allowing
the design of custom characters, this feature can
also be used for high resolution plotting. (These
features are outlined in the VIC-IO Programmer's
Reference Guide and will not be discussed in this
article.) The versatility of the programmable char-
acters is somewhat limited since the RAM used
for displaying the screen and for defining the
characters must be addressed in the memory from
4096 to 8192. Table I gives the locations and con-
tents of the various possible character sets.
With an unexpanded (5K) VIC or a VIC ex-
panded with the 3K RAM card, this limitation is
of no consequence since the screen and character
set are placed at the top of memory after the BASIC
program. However, when an 8K RAM card is
plugged into a VIC, the location of the screen
RAM moves to extend from 4096 to 4607, and the
start of BASIC moves to 4608. These changes elimi-
nate, to all intents and purposes, using the pro-
grammable characters since any BASIC program
requiring more than 2.5K tramples on the RAM
area normally used for programmable characters.
There is a software solution, and a relatively
simple one at that. In essence, the solution lies in
moving the "start of BASIC" to a location beyond
the screen and programmable character RAM.
Here's a method for moving the start of BASIC,
including several examples.
Moving The Screen
A simple method for moving the screen is to set
the screen memory page register (location 648)
and call the ROM routine which initializes the 1/
O. For example, to move the start of screen on an
expanded VIC from 4096 to 7680 (the default loca-
tion on the unexpanded VIC) enter the following
statement:
POKE648,30:SYS58648
^<>2 COMPUIB April 1983
Moving The Start Of BASIC
In practice, the programmer has to be careful about
where BASIC is located or the screen can be
plopped right into the niiddle of the program
with disastrous results. The simple method for
avoiding conflicts of this sort is to move the start
of BASIC to the start of the 8K expansion RAM.
This frees up the internal RAM on the VIC (loca-
tions 4096 to 8191) for video operations such as
multiple screens, custom characters, etc. The start
of BASIC is moved with
POKE8192,0;POKE43,1:POKE44,32:NEW
Moreover, it is possible to use custom charac-
ter files created with the Commodore Character
Editor. The technique follows. Place the 8K (or
more) expander in the expansion slot. Turn the
VIC-20 on. Move the start of BASIC. Move the
screen to 7680. Load the character set file. Enter
NEW. It is important to NEW the computer to get
the BASIC pointers straightened around. Not to
NEW can lead to a crash. Now enter the program
that uses the custom characters. Since the screen
is located from 7680 to 8186 and the custom char-
acter definitions start at 7168, everything that the
Programmer's Reference Guide says about them
applies, e.g., to display the custom characters
POKE36869,255.
An alternative, somewhat simpler method
for moving BASIC is:
POKE 642,32: SYS 58232
Other Configurations
As mentioned earlier, moving the start of BASIC
to 8192 chops 3.5K from the RAM area which can
be used by BASIC. Two K of this area can be used
for programmable character definitions, leaving
only 1.5K of RAM which can be used for storage
or for machine language routines. To retain as
much RAM as possible for BASIC programs and
still have programmable character capability, the
start of BASIC can be moved to 6656, the screen
located from 6144 to 6655, and the programmable
character set (256 characters) located from 4096 to
6143.
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ory configurations. BASIC program
errors will stop program execution,
list and mark the line of BASIC where
the error occurred. Other features are
single-step execution, renumbering,
block search S replace, block line
delete, tape append, and BASIC
variable dump.
Simple . . . quick . . . and on command.
That's the BUTI treatment foryour VIC".
VICEPS — Connects Epson MX100orMX80toyourVIC20'" • Prints
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VI-G^LC — 10 memory registers and 4 stacked data • Registers al-
ways visible • Math function results visible at a single keystroke
Vl-DATA — Powerful data base program on cassette or disk • User-
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VI-CHECK — Manages checkbook • Lists accounts • Makes de-
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FORTH 20
Structure of PASCAL or COMAL:
• Speed of machine code — iO times fasterthan BASIC • Inter-
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VIC & V1C20 are trademarks of Commodore, Inc Wbrdcraft 20 is
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If needed, another .5K of programmable RAM
can be recovered by overlapping the screen with
the character set descriptions, i.e., start BASIC at
6144, locate screen from 5532 to 6143, and locate
programmable characters from 4096 to 6143.
Characters 191 to 255, whose definitions are lo-
cated in the same area as the screen, are lost. This
configuration leaves lOK of RAM open for BASIC
programming.
The most concise method for pulling together
all the loose threads for the various options is
Table 1:
Location of character sets with screen at 4096
Characters displayed
Start of
POKE36869 character set
0-63 64-127 128-191 191-255
192 32768
UC GR
revUC
revGR
193 33792
revUC revGR
LC
UC
194 34816
LC UC
revLC
revUC
195 35840
rev LC rev UC
NA
NA
196-203 Not useful - VIC,
I/O, color RAM,
zero page
,etc.
204 4096
SR PG
PG
PG
205 5120
206 6144
PG PG
PG PG
PfZ
PCZ
PG
PG
207 7168
UC= uppercase
PG PG
PG = programt
UC
GR
nable
SR = screen RAM
GR = graphics
NA = not accessible
rev = reverse
with Table 2. Substituting the appropriate values
from the table into the following statements moves
the screen and the start of BASIC to the designated
locations. To move the start of BASIC, enter
POKE 44,SB:POKE BB,0:NEW
To move the screen, run the following program;
10 POKE 36866, CR2; POKE 36869, CR5: POKE
648, SC
20 FOR J=217 TO 228: POKE J, LI: NEXT
30 FOR J=229 TO 250: POKE J,LI+1: NEXT
To use the programmable character set in a pro-
gram, incorporate the following statement:
POKE 36869,CS
Table 2:
Relocating BASIC, screen RAM, and character
sets
start of BASIC 8192 8192 6656 6144
SB 32 32 26 24
BB 8192 8192 6656 6144
PRINT FRE(O) 8189 8189 9725 10237
Start of screen 4096 7680 6144 5632
CR2 22 150 22 150
CR5 192 240 224 208
SC 16 30 24 22
LI 144 158 152 150
Location of color RAM 37888 38400 37888 38400
Location of char, set 7168 7168 4096 4096
CS 207 255 236 220 ©
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Magic
Commodore BASIC
David Sale
Reversed REMs, subroutine protection, a program
with bnckxoard line nuiubers, invisible lines - all these
and several other tricks arc possible ivhen you type SYS
4 and fall info the world below PET BASIC. For any
PET/CBM model. These techniques can also be applied
to the VlC-20 and Commodore 64 if you have a machine
language monitor such as VICMON, TINYMON, or
Snpermoii 64.
BASJC is a very civilized language. Machine code
is more exacting, but it is capable of doing certain
things that BASIC cannot do. Wouldn't it be nice
to be able to force BASIC to break some of its rules
some of the time?
If you are willing to tinker a bit, there is a
way. First, though, you must thoroughly under-
stand how BASIC code is stored in memory. Enter
the following program carefully:
10 REM START
20 PRINT "20 ";
30 PRINT "30 ";
Save this on tape or disk since you may need to
reLOAD it later.
For the PET/CBM, type SYS 4 to enter the
monitor, then M 0400,0420 to display the relevant
part of memory. Your screen should look like this:
0400 00 0D 04 0A 00 8F 20 53
0408 54 41 52 54 00 lA 04 14
0410 00 99 20 22 32 30 20 22
0418 3B 00 27 04 IE 00 99 20
0420 22 33 30 20 22 3B 00 00
The numbers in the first column represent
the memory addresses of the next bytes; hence,
the value found in 0418 is 3B (hex), while that in
041CislE(hex).
Each BASIC line consists of four parts. This
can be illustrated by examining the values starting
at 0401:
1. The first two bytes (OD 04) point in low-high
order to the beginning of the next line, i.e.,
to address 040D.
2. The next two bytes (OA 00) give the line
number, also in low-high order (OOOA hex = 10
W6 COMWm! April 1983
decimal).
3. The following bytes give the contents of
the line with tokens like 8F (REM) and 99
(PRINT) for BASIC words.
4. The 00 marks the end of the line.
For the VIC or 64, type the proper SYS to
invoke whatever monitor version you are using.
For the 64, display memory locations 0800-0820
(hex). The display should be the same as for the
PET/CBM, except that all the locations which show
04 for this and all other examples will show 08 on
the 64.
The VIC is slightly more complicated because
the start of BASIC moves as memory is added.
For the unexpanded VIC, display memory loca-
tions 1000-1020 (hex). The display shouid'he the
same as for the PET/CBM, except that all locations
that show 04 in the examples will now show 10.
For the VIC with 3K expansion, simply follow the
instructions for the PET/CBM examples since the
start of BASIC has now moved to 0400. If you add
8K or more, display memory locations 1200-1220
(hex). The display should be the same as for the
PET/CBM, except that all locations which show 04
show 12 instead.
Highlighting REMarks
In a long program it might be useful to have the
REMark statements highlighted to make them
easier to find. Typing "RVS" will not produce the
desired result, since that will place a 52 (hex) in
memory, not the desired 12. Using quotes and
RVS will place the 12 in memory; however, the
RVS will print as a reversed R, but will not high-
light the line!
The solution? Replace the value following the
8F (hex for REM) with 12 by putting it there in the
monitor. In other words, line 0400 (after you type
this in and hit RETURN) will look Uke this:
0400 00 0D 04 0A 00 8F 12 53
Exit from the monitor by typing X, then LIST the
program. The REM statement will be highlighted.
You can locate all the 8F's in a long program by
hand, but this would be rather tedious. A better
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i^ommcNdof© 64 is a trademark of Commodore Busineas Machines
/isiCaJc 1$ a trademsfk of VisiCorp,
^alc Resuft <s a trademark of Handle Soltware. AS.
solution would be to use a short machine language
program (Program 1 or 2) to do this for you once
the procedure is understood. The program will
automatically check to make certain that the 8F is
a REM, not part ot a pointer or line number.
Editing in BASIC any highlighted line will, of
course, remcwe the highlighting because BASIC
will not accept the RVS command from the screen.
Protecting Line Numbers
BASIC will accept sequential numbers up to 63999
(F9FF hex). Entering two lines with the same
number will delete the first. Entering line numbers
like 64000 will create an error remark even though
numbers up to FFFF hex should be available. But
if we can manipulate BASIC by entering the mon-
itor, we should now be able to create a program
with extra large line numbers or with all lines the
same number:
0400 00 0D 04 00 FA 8F 20 53
0408 54 41 52 54 00 lA 04 01
0410 FA 99 20 22 32 30 20 22
0418 3B 00 27 04 02 FA 99 20
0420 22 33 30 20 22 3B 00 00
Typing the changes above will create a pro-
gram starting at line 64000, The lines cannot be
edited or deleted using BASIC unless they are
first renumbered.
Now You See It, Now You Don't
If you are really determined to protect a sub-
routine, one of the best ways involves fiddling
with the pointers. Try making the following
change in the original program:
0400 00 27 04 0A 00 8F 20 53
When you LIST it, only the first line will appear.
The reason is that the pointer which is used in
LISTing directs the computer to the end of the
program, not to the second line. However, the
program will RUN correctly.
A slightly more complicated method will
produce all of the desired lines in a scrambled,
renumbered sequence that is totally protected,
yet appears to be quite normal when LISTed on
the screen:
0400 00 lA 04 0A 00 8F 20 53
0408 54 41 52 54 00 27 04 IE
0410 00 99 20 22 32 30 20 22
0418 3B 00 0D 04 14 00 99 20
0420 22 33 30 20 22 3B 00 00
Trv LISTing and then RUNning this program.
You will notice that the lines LIST as 10, 20, 30,
but RUN in the order 10, 30, 20. Now try to edit
one of these lines using BASIC. When you press
RETURN, be prepared for a beautiful screen dis-
play and a total crash!
What happened? We changed the pointers
which the LIST command uses, but the RUN com-
198 COMPUTEi AprillPSS
mand does not. Line 10 actually points to line 30
(I A 04). Line 30 points to line 20 (OD 04), and line
20 points to the end of the program (27 04). Ex-
changing the line numbers for 20 and 30 made
them appear to be listing in the correct order when,
in fact, they were not.
As long as vour subroutine does not use any
lines called by GOTO or GOSUB (other than the
first line), you can reverse the entire sequence of
lines for total protection. Be sure, though, to make
a note to yourself describing exactly what you
have done, or in six months' time you may never
be able to remember how to edit your protected
program.
NEWAndRe-NEW
Have you ever had the falling sensation, when
typing NEW, of realizing that vou had forgotten
to SAVE your program first? Fortunately, BASIC
only resets several pointers. All you have to do is
enter the monitor and return these to their correct
values.
Type NEW with our sample program in mem-
ory, then examine line 0400:
0400 00 00 00 0A 00 8F 20 53
You will see that only the second and third bytes
have been changed. Since these should he the
pointers to indicate the start of the second line,
you simply look through memory for the next 00
and place the following address (040D) in low-
high order (OD 04) in locations 0401 and 0402.
The program will now LIST, but it will not
RUN correctly if any variables or arrays are used.
To correct this, you must correct several pointers
on page one of memory that control BASIC oper-
ations. Make a note of the address of the second
00 at the end of the program. Write it down in
low-high sequence. In our sample program, the
second 00 is at 0427, so we would write down 27 04.
For Upgrade and 4.0 ROMs, display M
002A,002F. For Original ROMs, display M 007C,
008L For the VIC and 64, display M 002D,0031. In
our example, these memory locations will now
contain:
002A 03 04 03 04 03 04
Change each pair to the number you have written
down. Press RETURN, then exit from the monitor
with X. You have now restored the pointers for
the beginning of variables and the end of variables
and arrays to their correct values. It's a good idea
also to type CLR before running the program
again.
Monitor fiddling is a large topic, and this
article only scratches the surface. Armed with a
good memory map and a table of BASIC keyword
codes, you should be able to discover many new
possibilities for yourself.
Qcommodore
MONITORS - GREAT RESOLUTION (64 OR VIC)
AmdBck Color 1 Smq
Amdeck II or III
call
299
NECJC1212
310
Transtar20 (High Resolution Green Phosphorl
129
IS
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Diablo 620, 25 cps 995
ComRiter 17 cps 899
Transtar130, 16 cps (auto load, wp foatureal) 7Sg
NEC 7700 iorias 2350
NEC 3500 series 1600
PRINTERS-DOT MATRIX
CBM 4022 , 80 cps/graph ics 395
CBM8023, ISOcps/graphlcs 589
Epson FX Printer 529
Okldata 82A, 1 20 cps (serial and parallel) 429
NEC 8023A (parallel) 469
IDS Mlcroprlsm 539
Star Gemini 429
Star Gemini (15 columns) 529
Epson MX 80 Ribbons
COMMODORE BUSINESS SERIES
SuperPet(5 languages, 2 processors) 1409
CBM 8032 Computer, 80 Column 1029
CBM Memory Expansion, 64K 359
PET 4032, 40 Column 879
CBM 8050, 1 mg. Dual Drive 1259
CBM 8250, 2 mg.. Dual Drive 1500
CBM D9060, 5 mg. Hard Disk 2240
CBM D9090, 7.5 mg. Hard Disk 2600
CBM 4040. 340KOual Drive 919
CBM 2031. 170K Single Drive 489
DC Hayes Smart Modem 220
BUSINESS SOFTWARE
WordPro4+ or 5* 309
Adm in istrator 439
VislCalc (oxpa nded) 1 99
The Manager (database) 1 99
BPI A/R, G/L, Job Coat, Inventory, Payroll 325
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199
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SOFTWARE FOR CBM 64
I Word Processing (WordPro 3 + ) $69
I Word-Pac (!ape) 60
■ The Assistant Series
Writer's Assistant (easy and tiexiblel 99
File Assistant (database with merge) , 99
Spreadstieet Assistant 99
Persor\al Finance Assistant (great reports) 46
I Coco (computer tutoring gamel 44
I Coco II (build your own games easily) 45
I Home Accounting Package 39
I General Ledger A/R A/P(wilh check writing) 175ei
I CBM EasyFinance 50
I Data Manager 70
I Stock (investment analysis) 80
I Pet Emulator (emulates 4.0 basic) 30
I Sprite-Magic (use joystick to design sprites) 19
I Assembler Package (cassette or disk, compiled,
inci udes ed itor, loader, disassembler) 39
iMotormania (arcade tape) 27
I Renaissance 27
I Coiorsketch {draw on screen w/ioystick, paint,
save to tape or disk) 16
I Spacebelt 20
I Matchmaker 16
I Retrobalf , . 34
INTERFACES AND ACCESSORIES
1 80 Column Expander 159
I VIC 1600 Modem 95
I VIC 1650 (auto answer, autodial) 150
I VIC 1 525 Graphic Printer 329
I VIC 1 530 Datasette Recorder 65
lviC1541 Disk Drive 329
I VIC Switch (connect 8 64's or Vies to prinler.dd) 149
I IEEE Interface , 85
I PET-IEEE cable 33
llEEE-IEEE cable (2ml 39
I Parallel Interface (Epson, Okidata IDS, NEC) 80
IrS-232 Printer Interface (Okidata, Diablo, etc) 60
lApple Loader 90
I Programmers Reference Guide IB
IVerbalim Diskettes (10 per box) 26
Ivictree 75
VIC PRODUCTS AND ACCESSORIES
JSK RAM Memory Expansion Cartridge 44
]l6K RAM _ 85
|24KRAM 129
I VIC IEEE interfae* 75
I VIC 3 Slot Expander 39
I VIC 6 Slot Expander 70
|rS232 Printer Interlace 65
I Cassette I nterJace 27
[Intro to Basic I or II 22
I Home Finance Package (6 tapes) 47
JGorf 30
Iomega Race 30
I Video Vermin ,,.. , 29
I Heswriler (wp cartridge) 29
I Turtle Graphics (cartridges) 33
I Arcade Joystick ■ Heavy duty w/2 firing
buttons! Great for the VIC or 64 25
MasterCard, Visa, Money Order, Bank Check
COD (add S5) accepted.
Add 3% surcharge for credit cards.
In stock items shipped within 48 hours, F.O.B, Dallas, TX
All products shipped with manufacturer's warranty.
Pfieei ore i\th\etf fo cKonge witfiouf notice.
Program 1.
1
■k
=
§0360
2
0360
A2
03
LDX
#03
3
0362
A0
05
LDY
#05 ;
4
0364
20
A2
03
MAIN
JSR
GET
5
0367
D0
IB
BNE
REM ;
6
0369
CA
LINE
DEX
7
036A
F0
42
BEQ
END
8
036C
20
A6
03
JSR
MOVE
9
036F
20
A2
03
JSR
GET
10
0372
F0
F5
BEQ
LINE ;
11
0374
8A
TXA
12
0375
18
CLC
13
0376
69
05
ADC
#05
14
0378
AA
TAX
15
0379
20
A6
03
LOOP
JSR
MOVE
16
037C
CA
DEX
17
037D
E0
04
CPX
#04
18
037F
B0
FB
BCS
LOOP
19
0381
20
A2
03
JSR
GET
20
0384
C9
8F
REM
CMP
#$8F
21
0386
F0
06
BEQ
REVRS ;
22
0388
20
A6
03
JSR
MOVE
23
038B
4C
64
03
JMP
MAIN
24
038E
20
A6
03
REVRS
JSR
MOVE ;
25
0391
AD
A4
03
..
LDA
$03A4 ;
26
0394
8D
9B
03
STA
?039B ;
27
0397
A9
12
LDA
#$12 ;
28
0399
99
00
04
STA
$0400, Y
29
039C
20
A6
03
JSR
MOVE
30
039F
4C
64
03
JMP
MAIN
31
03A2
B9
00
04
.GET
LDA
$0400,Y,-
32
03A5
60
RTS
33
03A6
C8
MOVE
I NY
34
03A7
F0
01
BEQ
PAGE 7
35
36
03A9
60
RTS
03AA
EE
A4
03
PAGE
INC
$03A4 ;
37
03AD
60
RTS
38
03AE
03B0
A9
8D
04
A4
03
END
LDA
STA
#04 ;
39
?03A4
40
03B3
60
RTS
COUNTER FOR ZEROS
POINTER FOR BYTE
CHECK BYTE
IS IT 00
HOW MANY 00 'S
END OF BASIC
CHECK NEXT BYTE
CHECK FOR END OF LINE
BYPASS POINTERS
CHECK NEXT BYTE
IS IT A REM
IF SO POKE REVERSE
CHECK NEXT BYTE
MOVE TO NEXT BYTE
GET ADDRESS
USE IT BELOW
FORCE REVERSE SYMBOL
CHECK NEXT BYTE
EXAMINE BYTE
INCREMENT BASE FOR ADDRESS
BASE FOR ADDRESS OFFSET
RESTORE BASE ADDRESS
Program 2.
50 PRINT" {clear} HIGHLIGHT REMS"
60 PRINT "[DOWnIlOAD AND RUN THIS PROGRAM
, THEN LOAD"
70 PRINT"PR0GRAM TO HIGHLIGHT."
80 PRINT" {down} TYPE {rEV}SYS 864{0FF} TO
ACTIVATE."
90 PRINT" {down} ALL REMARK STATEMENTS WILL
THEN APPEAR"
100 PRINT" IN REVERSE MODE WHEN LISTING."
110 FORA=864 TO 947
120 READ X:POKE A,X
130 NEXT
140 END
150 DATA 162,3,160.5,32,162,3,208,27
160 DATA 202,240,66,32,166,3,32,162,3
170 DATA 240,245,138,24,105,5,170,32,166
180 DATA 3,202,224,4,176,248,32,162,3
190 DATA 201,143,240,6,32,166,3,76,100
200 DATA 3,32,166,3,173,164,3,141,155
210 DATA 3,169,18,153,0,4,32,166,3
220 DATA 76,100,3,185,0,4,96,200,240
230 DATA 1,96,238,164,3,96,169,4,141
240 DATA 164,3,96
@
200 COMMtni Ap<il19S3
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Rainbow
Atari Graphics
John R. Slaby
Try these variations and see if you can't make use of
this new technique in games and graphics.
Here's how to print out any message in either
Graphics 1 or 2 and get up to seven colors for each
character at the same time. Each color is limited to
one scan line. After typing in the program and
running it, you will be prompted to choose a
graphics mode (1 or 2). You will then be asked for
the message you want to display.
Capital and lowercase letters will be dis-
played in their normal solid default colors of
orange and light green. Inverse capital and lower-
case letters will be displayed in multicolor and
will rotate in a curtain effect in opposite directions.
The maximum length of the message was set at
120 characters/spaces, but this can be altered by
changing the MSS$ dimension number. The input
of the message has margins set to simulate the
Graphics 1 or 2 display so that you don't end up
with unintentionally hyphenated words.
The REMs in the program describe what is
done where, but I believe three sections deserve
some amplification. First, look at the 400 line num-
bers. The two FOR/NEXT loops store the various
color values into the page six table locations for
use by the DLI and the vertical blank. Note that
the color and luminance values increase for each
location, thus giving a color and brightness change
for each scan line.
If you want, you can easily change these val-
ues to give different effects. Choosing several
colors and alternating them will give a barber
pole effect. Keeping the same luminance value
{make the 1*2 just 1) gives a sharper contrast be-
tween the colors. And to get a wider range of
colors, change the color number by more than
one for each scan line (i.e., 1*16*1.2). There are a
202 OOMPUni April 1983
great number of possibilities you can play with to
get the effect you want; and since there are two
tables, the two effects can be drastically different.
The vertical blank routine is contained in the
DATA statements of the 300 lines. Its function is
to rotate the two color tables in different directions
to give the rolling curtain effect. If you want a
static color display, you can eliminate the vertical
blank by removing line 520 and adding POKE
54286,192 to line 510.
Another easy variation is to change the rota-
tion rate. The number 4 after the number 201 in
line 320 controls the rate of change. Decrease this
number to increase the rotation rate; increase it to
slow it down. Please note that the maximum
number is 255. If you exceed this number, you
will register an error, which will be caught by the
TRAP (line 50); this process will start the program
over again and again if you don't correct the bad
POKE value.
IVIumcolorsWithDUs
The DLI is the key to the multicolors. In Space
Invaders the DLIs are used to change the color of
the invaders for each mode line. For Graphics 0
and 1, the mode line consists of eight scan lines,
and for Graphics 2, 16 scan lines. Normally, if
you want to change colors for a mode line, you
load a color value into the A,X, or Y registers,
wait for horizontal sync (WSYNC), and then load
the registers into the desired color registers during
the horizontal blank. The problem is that the DLI
is for the entire eight or 16 scan lines, not each
line.
Therefore, changing the color register after
the horizontal blank results in your not knowing
when the color change will take effect (i.e., half-
way across the scan line). One method to get
around this would be to accurately count the 6502's
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cycles. When I first looked at the problem, this
seemed the only way out; but not feeling that
ambitious, I put this project on hold until I came
up with an easier way.
The key is the WSYNC. For a meaningful
display to exist on the TV screen, the WSYNC
must occur every scan line, not every mode line.
Thus, once you get control via the DLI, you keep
it for eight WSYNCs and change the color registers
during each scan line's horizontal blank. In theory,
you can get eight colors for each character; but
since the first line is usually blank, seven colors is
what you actually get. If you want to modify the
DLI, you could get 14 colors for Graphics 2.
The one drawback of this method: if it is used
for every mode line, it could tie up the 6502 pro-
cessor for a good part of the available time. The
majority of the remaining time would be during
vertical blank. This would thus restrict the amount
of additional calculations, etc., you might want to
do. This doesn't mean the technique is useless; it
can be used for an eye-catching title page or can
be used sparingly for a graphics display. It can
also be used in games.
I believe this method is used in Demon Attack
by Imagic for the Atari VCS. This game appears
to change even the color of the player. You can
also do this with my program by loading the player
color register instead of the playfield. Overall,
greater studv of this method should allow pro-
grammers more latitude in creating striking visual
effects.
The DLI and the vertical blank are not directly
relocatable, but if you have any machine language
capabilities, you should be able to modify them
with little effort.
30 REM Ch
40 DIM MS
50 TRAP 1
60 ? "Wha
PUT A:
70 60SUB
ao DL=PEE
90 FOR 1=
I : GOTO
100 REM M
eC8 S
110 POKE
120 REM I
130 ? :?
ARI i
feet.
140 INPUT
200 REM L
210 FOR I
BiNEX
220 DATA
0 , 2 1 2
230 DATA
40,25
240 DATA
10,21
oose
St ( 1
OOO
t Gr
IF A
100:
K (56
O TO
200
odi f
PACE
82, 1
nput
"Wha
nver
{3 S
MSS
ocat
= 0 T
T I
72, 1
Graphics Mode
20)
aphics Made? 1 or
<>1 AND A< >2 THEN
GRAPHICS A+16
0)+256»PEEK(561)+
6: POKE DL+I , 133+
y margins to make
S>readable
0:POKE 83,29:?
message
t is message?";?
BB<3 SPACESJ-for c
PACESJCAPITAL or
tiRETURN
e DLI
D 425READ B:PDKE
38, 72, 152, 72, 162,
189, 1,6, 188, 9, 6, 141,2
,208
232, 173,0,6,201, 1, 144
2
2 " ; : I N
60
6
A: NEXT
messag
"Use AT
d1 or e-f
1 ower . "
1553+1 ,
O, 141 , 1
4,208, 1
,3, 141,
250
300
310
320
330
340
350
360
370
400
4iO
420
430
500
510
520
600
610
lOOO
DATA 224,6,144,226,104,168
0, 104, 64
REM Locate De-fered Verticle
FOR I=0 TO 73:READ CiPOKE 1
C:NEXT I:POKE 1596,0
DATA 72,138,72,173,60,6,201
, 55, 162, 7
DATA 173,8,6,141,61,6,173,9
,62,6
DATA 202,189,1,6,157,2,6
DATA 224,0,208,245,173,61,6
DATA 141,1,6,162,0,189,10,6
,6,232,224,7,208,245, 173,62
, 16,6, 169, 0
DATA 141,60,6,238,60,6, 104, 170, 10
4, 76, 98, 228
REM Color data & # lines fo
FOR 1=0 TO 7:PDKE 1537+1, {8
+I«2:NEXT I
FOR I = 0 TO 7;POKE 1 545 + 1 , ( 1 + I > * 1 6
+I«2:NEXT I
POKE 1536, A
REM Enable DLI AND DVVBLK
POKE 512,17:PDKE 513,6
POKE 54a,63:PDKE 549,6:POKE
, 192
POSITION 1,2:? »6;MSSt
GOTO 610
TRAP 40O0O:GDT0 50
104, 17
Bl ank
IS99+I ,
,4, 144
,6, 141
, 157,9
,6,141
r mode
+1 ) *16
54286
HYPERCARTRIDGE^"
for ATARI " 400/800 *
16K $39
w/o EPROMs/ROMs
FOR SOFTWARE DEVELOPERS AND HOBBYISTS!
• extend memory of 16K RAM and 32K RAM computers
• create 16K cartridges easily with an EPROM programmer
• combine ATARI • BASIC ROMs with your own subroutines on
ROM/EPROM
• eliminate need for disk drive and exira RAM for lengthy programs
CONFIGURATIONS:
#1 Any combination of 4 2532
EPROMs/2332 ROMs
#2 Two ATARI ROMs and two
2532 s (or 2332's)
SPECIFY WITH ORDER
2532 4K EPROMs
S7 50 each
with cartridge order only
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Crossword Magic (0) $34
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Funbunch (DJ
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Rhyme & Pitch $26
Player Piano (CD) $19
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Pilot (Cons, or Educator) , . (C) $59. (D) $99
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Tncky Tuloriats— Santa Cruz
TT#1 Display Lists (C.D) $17
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The Next Step SZ7
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CX4104 Mailing Lisl
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£ 62
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J 23
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My First AlphaOet
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Visrcale
St69
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$105
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$ 17
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S 65
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S 45
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5 17
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1179
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For Fas r Delivery send ca shier checks, money orders or direct bank wire trsns-
lers. Personal and company checks allow 3 weeds lo clear COD- oraers IS3.00
minimum} and 1 % ol all orders over i300. School purchsse orders vrelcomed. Prices
relied a cash discounl only arm are subject to change. Please enclose your phone
number with any ofdeis. Shipping — Sollware (S2. 50 minimum). Shipping — Hard-
ware (please call) Foreign orders. APO S, FPO orders — SJO minimum and l5°/a of
all orders over $tOO. Nevada residents add SV.V. ssles lax All goods are new and
Include factory warranty. Due to our low prices, ail sales ere final. All returns must
have a return authorization number Call 702-369-5523 to obtain one before reluming
goods lor replacement- All returned merchandise is subjecl lo a restocking fee and
must come with their original packaging In order to tie accepted
NO returns permitted alter 21 days from shipping date
^V commodore
VIC 20 $139
VIC 1530 Dalasetle , $ 59
VIC 1541 Disk Drive $299
VIC 1525 Graphics Printer , $329
VIC 1210 3K Memory Expander $34
VIC 1 1 10 BK Memory Expander $ 52
VIC1111 16K Memory Expander . . . .$ 89
VIC 1011 RS 232 Terminal Interface. $ 43
VIC1211 Super Expander $ 59
VIC 1212 Programmers Aifl Cartridge $ 45
VIC 1213 Vicmon Machrne Language
Monitor $ 45
VL 102 Introduction lo Basic
Programming $ 21
VT 106A Recreation Pack $ 45
VT 107 A Home Calculation Pack ...I 45
VT 164 Programmable Character Set $ 12
VIC leoOVicrrrodem $89
VIC1311Jovsirck $ a
VIC 1312 Game Paddles $16
VM Progrannmers Reference Guide, .$ 14
VIC Software
Avenger $ 23
Superslol ....,, $ 23
SuperAlien $23
Jupiter Lander $ 23
Draw Poker $ 23
Midnight Drive $ 23
Radar Rat Race $ 23
Raid on Fort Knox S 23
Sargon II Chess $ 29
Super Smash $ 23
Cosmic Cruncher .$ 23
Gorf * 29
OmegaRace $29
Money Wars .$ 23
Menagerie $ 23
Cosmic Jailbreak $ 23
Clowns $ 23
Garden Wars $ 23
Sea Wolf $ 23
Adventureland $ 29
Pirate Cove S 29
Mission Impossible .S 29
TtteCount $ 29
Voodoo Castle $ 29
TheSkyis Falling $ 23
Mole Attack $ 23
Bingo Speed Math $ 23
Home Babysitter S 23
Visrble Solar System S 23
Personal Finance S 29
United Microwave
Spiders of Mars (CT) $34
Meteor Run (CTl . $ 34
AmoK(C) » 17
Alren Blitz (C) $ IT
SkymattilC) . . $ 12
Space Drvrsron(C) $ 12
Super Hangman (C) $ 14
The Alien (C) * 17
3DMaze|C) - $ 12
Kosmic Kamikaze |C) $ 17
Sub Chase (C) $ 17
AmoklCT) $ 27
Renaissance (CT) S 34
Alien Blit2(CT) i 27
Cloud Burst (CT) $ 27
Satellites and Meteorites (CT) $ 34
Outworld(CTl $ 34
The Computer Outlet is an
associate ol The Computer
Learning Center For Chil-
dren- We are experts in
educational technology and can custom-
ize educational software curriculums lor
school districts. Individual schools, or by
the child at home- Please contact us
atjout your software and equipment re-
quirements and feel free ro sfop fly our
school in Las Vegas
We have one ol the world's largest
educational software inventories featur-
ing our own Computer Learning Center
software.
Ten Little Robots (ATARI) Ill95
Pre-School Math (ATARI) $19.95
VIC Automatic BASIC
Kari R, Beach
Educators, adventure game writers -anyone who
imnts to create imico displays in a BASIC program -
will find this automatic screen generator easy to use
and a real time saver. The author describes how to modifij
it to work on other Commodore computers as well.
This program allows you to compose a page of
text, to create text animation exactly as it will later
be seen on the screen, or to construct audience
interaction programs. The screen display is then
automatically converted into bug-free lines of
BASIC that can be entered into memory as part of
the program. When the programmer is ready, the
core is quickly deleted, and the remaining finished
program is SAVEd.
This program should be useful to educators
who wish to prepare interactive instructional pro-
grams as quickly as possible. Other uses include
writing "VIC letters" to friends, training children
in word processing, and preparing text for inter-
active adventure games.
Although this program is set up for a VIC-20,
it should work equally well on any Commodore
PET/CBM/VIC computer if the POKEs are
changed, the color commands are altered or elim-
inated, and the program lines pertaining to the
length of text-lines are modified.
Writing Ttie Text Blocl<
Let's use this program to write a BASIC program
block beginning at line 2000. You will first be asked
to enter a starting line number (which could be
any number between 1000 and 7000), and then
you will be greeted with a screen display that
represents a blank page of text. The red line is the
right-hand margin, which limits text-line lengths
to 21 characters.
As you begin typing, you'll see that the first
line of a text page is indented two spaces. To avoid
the indentation, press the "correction key" - the
left arrow {■*-)- and begin typing from the left
margin. If you make a mistake, you can correct it
before entering the text line by pressing the "cor-
rection key" and retyping the entire line. If you
discover a mistake after entering the text line, you
can correct it at the end of the page when the con-
version to BASIC is underway. If you run into the
right margin while typing, you must press either
208 COMPUTE! April 1983
the "correction key" or the RETURN key.
When you have completed a satisfactory text
line, enter it by pressing the RETURN key. After
your ninth line, you will be asked whether you
want the reader to proceed to the next page or,
before moving on to the next page, to answer a
question which you may have written into the
text. Let's assume you've typed the following
page of text and a question for the reader:
George Washington
was the first Presi-
dent of the United
States. What was his
wife's name?
(1) Alice
(2) Martha
(3) Melissa
At this point, you will be prompted to enter
an answer string. The multiple-choice format is
the quickest and most problem free for use with
children, although this program can be easily
modified to accommodate a number of different
answer formats. If your text page consists of fewer
than nine text lines, you need to press the British
pound symbol (£) immediately to the left of the
CLR/HOME key in order to terminate the page.
Your screen is instantly filled with what ap-
pears to be a part of a BASIC program Hsting be-
ginning at line 2000 and containing the text you
just typed. If you have no text line errors to correct,
press the HOME key. If you have errors, drive
the cursor to the top of the screen using the cursor
control keys and correct your errors on the way.
Now press the RETURN key until all the program
lines have been entered. Note the last line number
used in this sequence; then type in RUN again
and begin the process anew, using a higher
starting line number.
Adding Animation
If you want text animation, first type in up to three
lines of static text as you did previously. After
you've entered the final line of static text, press
the up arrow ( f ) between the asterisk and the
RESTORE key. You'll first be prompted to enter a
color for the animated text lines (default will be
black, as are the static text lines), and then you'll
see the first in a series of four input prompts that
have been "bent" to allow you to type from the
7^
Afo
X
r%^'4-^
^
^r=^'^
ORDERING BLANK
To: American Peripherals
122 Bangor Street
Lindenhurst. N.Y. 11757
Ship to: Name
Street.
Town, State, Zip.
ITEM
I , I I Check here for latest 64 Catalog
! Check here tor latest VIC Catalog
DESCRIPTION
NY State Residents only add 7Vi% tax
PRICE
Shipping (If COD, add $1.50) $1.50
TOTAL AMOUNT
U.S. Funds - Fonegn Countries add an additional $3.00
left margin. Remember not to exceed 21 characters
in an animated text line. In this mode, the text
lines cannot include commas or colons. When
you are satisfied with each animated text line,
press the RETURN key. Here is an example:
Computers
can help
students
learn!
The dots in each animated text line are used
to maintain "space" within the string in which
each line is stored. The time delay for this anima-
tion is set at line 855 and should he adjusted to fit
the reading level of your users. A FOR/NEXT
time delay can be inserted between the static and
animated text lines and also could be used to em-
phasize an important point repeatedly. Use color
and cursor controls carefully to insure the effect
you want.
When you are out of memory or when vou
have finished writing text-pages, delete the core
of this program by typing RUN 70. Then, when
prompted, enter the number one. Numbers 1-20
will scroll onto the left side of the screen. Press
the cursor HOME key and gently tap the RETURN
key 20 times. A second RUN 70 will allow you to
quickly delete lines 21-40, a third deletes lines 41-
60, and a fourth deletes the deletion program
block.
A handy tool to put into your computer when
writing BASIC programs is the following block;
9000 INPUT Q9
9005 PRINT "{CLEAR}": FOR F = 1 TO 20:
PRINT Q9: Q9 = Q9 + 1: NEXT I: END
This is especially useful if you renumber a program
block and wish to delete the "old" block.
The last step before SAVEing your program
is to delete line 7000. This line is a "safety net"
that allows you to RUN portions of the program
you are writing without triggering the LOAD
command used in chaining at line 756. If you don't
wish to chain, don't delete line 7000.
Good luck in using this program. If you come
up with any improvements (SYS commands, etc.),
I'd appreciate you letting me know. Note: If you'd
like to try this program, but would rather not
type it into your VIC-20 and debug your tran-
scription, I will be happy to make you two
VERlFYed copies. Send $3, an SASE mailer and a
blank cassette to:
KiirlR.Bmch
3012 C Sierra Prnkioay ^
Hutchinsoit, KS 67501
(316)665-6504
Program 1.
1 P0KE36869, 242 ;PRINT" {clear} fSLUl {dOWN}
{04 right} AUTO- BASIC"
2 POKE36879, 27 ; K2=7701 :K3=38421 : INPUT" {
BLK} {03 down} {03 RIGHT}bEGIN LINE
#";P
3 PRINT" {clear} ":FORI=lT023:POKEK3,2:POK
EK2 ,92 :K2=K2+22 :K3=K3+22 :NEXTI
4 A$="PRINT":B$=CHR5 (34) :Q$="{D0WN) ":L$=
"{02 right}"
5 F0RZ=IT09
6 IFZ=1THENPRINT" {home} {REV}+ {oFF} "; : F
?=F$+"£02 RIGHT} ":G0T012
7 Y=LEN(f5)+1:F0RI=1T0Y: PRINT" {LEFT} "; :
NEXTI :PRINT"{02 DOWN} {REV}+{oFF1 "
9 Y=0:F?=""
12 GETE5:IFE?=""THEN12
13 1 FE?=CHR? ( 9 5 )THENY=LEN ( F? ) : F0RI = 1T0Y : P
RINT" {left} "t :NEXTI:F$=""tG0T012
14 IFE$=CHR$(13)THENE$="":PRINT"{LEFT} ";
:G0T023
15 IFE$=CHR$(94)THENE$="":GOTO50
16 IFE?=CHR$(92)THENE?="":GOTO40
17 F$=F$+E$:PRINT"{LEFT} ";: PRINT" {lEFT} "
;E5; :PRINT" {REV}+(oFF} ";
18 IFLEN(F$)>16THENP0KE36878,15:F0RI=1T01
0 : POKE3687 5 , 225 : NEXTI s POKE36878 , 0
:POKE36875,0
19 IFLEN(F$)<21THEN12
20 GET E$:IF E5=CHR$ (13 )THEW23
21 IFE$=CHR$(95)THEN13
2 2 GOTO 20
23 F2$=STR5(P)+A$+B$+Q$+F?+B?
24 IFZ=lTHENZ?=STR?(p)+A$+B?+"tBLK)"+F$+B
$
25 IFZ=2THENY5=F2$
26 IFZ=3THENX5=F2?
27 IPZ=4THE^5W?=F2$
28 IFZ=5THENV?=F25
29 IFZ=6THENU?=F2$
30 IFZ=7THENT$=F2$
31 IFZ=8THENS5=F2$
32 IFZ=9THENR9=F2$
33 P=P+2
3 4 NEXTZ
40 PRINT"{H0ME} {19 D0WN}1=PAGE 2=ANSWER"
41 GETH$:IFH5=""THEtJ41
42 P=P+2
43 IFH5 = " 1 "THENM3 $=STR$ (P ) + "GOSUB900 " j GOT
046
44 K2=7701 :F0RI=1T023 :P0KEK2, 32 :K2=K2+2 2 :
NEXTI : INPUT "ANSWER=",- M5?
45 M45=STR$ (P)+"A$="+B?+M5?+B?+":G0SUB825
II
46 PRINT" {clear} ":B=0
47 PRINTZ$:PRINTY$:PRINTX$:PRINTW$
48 PRINTV$:PRINTU?:PRINTT?:PRINTS?
49 PRINTR$ :PRINTM3$ : PRINTM4? : END
50 PRINT" {clear} ":INPUT"C0L0R 3 , 5 , 6 , 7 " ; B9
51 IFB9=3THENC9$="{redJ "
52 IFB9=5THENC95="{pUR}"
53 IFB9=6THENC9$="{gRN} "
54 IFB9=7THENC9$="{BLU} "
55 C6$=":GOSUB850":E?=""
56 INPUT" {down} {02 LEFT}";U2$
57 INPUT" {down} {02 LEFT1";T2$
58 INPUT" {down} {02 LEFT}"?S2$
59 INPUT" (down} {02 LEFT}";R2$
60 IFC9? = ""THENC9$="{bLK} "
61 P=P+2:U$=STR$(P)+"GOSUBB50: "+A9+B?+"t0
2 down} "+C9$+U2?+B?+C6?
62 P=P+2;T5=STR$(P)+A$+B?+"{UP1 "+C9$+T2$+
210 COMPtni! j\pril1983
ta^pu 5Ef\i5E
VIC-20®
VIC-20*
Personal Computer
$169.95
VIC-1S15
Printer
334.95
VIC-1530
Datasette
67 50
VIC-1541
Disk Drive
375.00
VIC-1010
Expansion Module
139.95
VIC-1311
Joysticit
9-95
VIC-1312
Game Paddles
19.95
VIC-1600
Telephone Modem
99.95
VIC-1210
ViC 3K Memory Expander Cartridge
34.95
Pfugs directly
nto Ihe VIC s expan$iciri pan Expands to UK RAW total
VIC-lllO
VIC 8K Memory Expander Cartridge
52.50
flK RAM expansion cartridge plugs dirnctly inio tne VIC
CM101
VIC I6K Memory Expander Cartridge
99-95
CM102
24K Memory Expander Cartridge
119.95
VIC-IOIIA
RS232C Terminal Interface
39.95
CS1
Provides interface beiween ihe VIC-20 and RS233 lelecommunicalions modems
Connects iQ ViCs user port
PETSPEED - Baste Compiler for Commodore 130.00
Compile any Pet Basic program The only optimijing compiler Programs compiled
with Petspeed run up lo 40 tirres laster Pelspeed ct3do js unlisiabfe arvd compiled
programs cannot be tampered wiirt No security device required for compjted pro-
grams Available NOW tor ifie Commodore 64.
Slaf Gemini 10 Printer Call for price
Star Gemini 15 Printer Call ior prfce
SMD Monitor Call for prrde
CARDBOARD 6 537 95
An expansion intc/tace lor the VIC'20 Allows expafision to 40K or accepts up to 3i«
game5 May be daisy cnamed for more veraatihly.
CARDBOARD 3 $39.95
Economy expansion interface for the VIC-20.
CARD "?" CARD/PRINT $79 95
Universal Centronics Parallel Printer Interface fof the ViC-20 or CBM-&4 Use an
Epson MX-60 or OKIOATA or TANDY or juSi about any otfiei
CARDETTE $39 95
Use any standard cassette piayer/recorder with your VIC-20 or CBM-64
LiGHTPEN S29.95
A light pen Willi six good programs lo use witti your VIC-20 Of CBM-64
HOME & BUSINESS PROGRAMS For VIC-20 & C-64
CW-1D7A Home Caleulalion Program Pack 348.95
CPV-31 Data Files - /our stoMge IS unlimiled 14.95
CPV-96 Household Finance Package - Id keep records oi all 30.95
your household expenses
CPV-208 Bar-Chart - display your numerical data 8.95
CH Turtle Graphics - learn piogrammtng 34.95
VIC Forth - IS a powerful language lor BASIC programming 49.95
HES MON - IS s 6SD2 machine language monitor with 34.95
3 mini-assemplei
HES Writer - time saving word processing tool 34.95
Encoder - keep your personal records away from prying eyes 34,95
CT-21 Statistics Sadlslics - stalistioal analysis 14.95
CT-121 Total Time Manager 2.0- creates personal or 15.95
Pusmess schedules
TotI Label - a mailmg list and lab«l program 13.95
TotI Text BASIC 15 95
Research Assistant - keep track oi reference data 1 7.50
TotI Text Enhanced 29.95
Grafix Designer- deslgh graphic characters 12.95
MJnimon - allows you to program, load. save, or execute 13,95
machine language programs
Order Tracker 15.95
Business Inventory - to mamlam record ol mvenlory 15.95
Home InKentory - Usts your home belongings 17.95
Check Minder - (V-20 & 64) 14.95
keep your checkbook the right way
General Ledger - a complete general ledger 1 9.95
HES Writer- word processor 39.95
Turtle Graphics II - utilises the luii graphics ol your 64 49.95
HESMON - machine language monitor w.mini-assembler 34.95
6502 Protessional Development System 29 95
Data Files - a management program 27.95
HESCOM - transfers data and programs bidirection- 40.95
ally butwtieh VICs al three times Ihe speed ol a disk drive
HESCOUNT- monitors program execution 19.95
HESPLOT- Hi-res graphics SLbroulines 12.95
Conversions- liguies. volume, length, weight, area. 7.95
and uelocity to all possjble configurations
The Mall - your complete mail program Cassette 24.95
Disk 29.95
Client Tickler 16.95
Club Lister 1395
Depredator 9.95
Investment Analyst - keep track ol investments 12.95
and investment opporlunitites
Present Value 1 0.95
Super Broker 1 2.95
Syndlcalor - calculates whether to buy or sell 13.95
Ticker Tape * maintains investments profile 14.95
Un-Word Processor- screen editor 16.95
Phone Directory - never lose a phone number again 9.95
Checkbook - name utility" program 14.95
Calendar My Appointments - pnni a calendar 1 4. 95
lor every month in any year.
The Budgeter - place your personal finances in order 1 2.95
CH
CH
CH
CH
CI- 124
CT-125
CT-126
CT-140
CM-152
CQ-5
CT-3
CT-4
OS
CS
CS
CHC-504
CHG-503
CHC-502
CHP-102
CFC
GPV-327
CPV-32a
CHV
CPV-367
CC
CPV-220
CPV-221
CPV-224
CPV-236
CPV-2S1
CPV-269
CPV'270
CPV-274
CPV-276
CPV-286
CS-111
CPV-294
CPV-296
QUICK BROWN FOX
The Word Processor ol this decadel
$60-50
COMMODORE SOFTWARE
VIC.1211A VlC-aO Super Expander S57.99
Everything Commodore ctjuld pack into one cartridge -3K RAM memory expansion,
high resolution graphics plotting, color, paint and sound commands Graphic, text,
multicolor and music modes 1024x1024 dot screen plotting All commands may be
typed as new BASIC commands of accessed by hitting one at the VICs special
function keys Includes lutorial instruction book Excellent for all programming levels
VIC-1212 Programmer's Aid Cartridge S45.99
More than 20 new BASIC commands rielp new and experienced programmers
renumber, trace and edit BASIC programs Trace any program line-by-line as d
executes, pause to edit Special KEY command lets programmers redefine function
keys as BASIC commands, subroutines or new commands
V)C-1213 VICMON Machine Language Monitor S48.99
Helps machine code programmers write last, ellicieni &S02 assembly language
programs Includes one iineassembler.'disassembler
NEW GAMES FOR YOUR VIC-20*
CC58 AstrobiitZ - This game is challenging, even to a $39.95
V!l C-MASTER' Navigate your shipcareluHy to avoid being liitby enemy Ifre
CC60 Terraguard - speed ana careliji$kill win enable you to 39.95
once again destroy the aliens Too slow'' You're destroyed by iheir beam
CC98 Serpentine - inisgame will; test your patience & 39.95
skill Object ' to survive long enough to lay eggs and raise your young
GC500 Intruder-Scrambler - in your bomber, mvade tne 1 9.95
defending scramble system dodging rochets, lo blow up enemy posts, etc
CClOl Chopillter- Rescueliie AmcricflhtiosIages& foium 39^95
them safety lo the U S Yoj wiJI encounter tanKs, jets and killer satellites
CC102 Black Hole - Your mission is. simply, to survive' Your 39.95
ship must not be hii by space objects or sucKed into tfie Black Hole^
CC104 Apple Panic - speed is required' Destroy the 3995
apple monsters by digging boles in the brick lloors for them lo tall into
CC65 Video Mania - Introducmg your enemies EVIL EYE 39.95
WALWOKER. KILLERBOX Your only defense - throw your alien 7apper'
051 Flags of Nations - a game that challenges players 1 0.96
to identity (lags orvanous widely-known nations of the world
CS2 Flags of Nations - Second Edition - a i.eid of 1 0 95
34 flags of Cesser known nations of the world
CS3 Cities and States - a game thaf draws a map ol 1 0 95
a s?ate or states amd asks piayeis to name key cities in those states
CS4 Cities ol the World- Deals wnn important 10.95
cities of nations throughout !he world
CS5 Mountains and Rivers- Draws large geographical 10.95
area maps You identify major mountain ranges, nvers & bodies of water
NEW GAMES FOR YOUR C-64
Tank Arcade (Also lor VIC'20) - predetermine how many hits S13.95
Jt wiFI take to wipe out your opponent Then, on with tne battle' Battlefield changes
Roadracer - Choose the type of track & a time or lap race Use 1 395
Steady control at speed sol 50 to 200 miles per hour Hit the wall & lose valuaDJe time
Shootout at the OK Gaiaxy (Also for V)C-20) - 30 alien 19.95
warshjpshaveentered your warione Shiglos up"' Energy level OK'' Defend yourself
Galaxy - Have you ever wanted to conquer the universe' Send 1 9.95
your gafacfic HeSts out loenpiore. solar system Oy solar system From 1 1o20players
Bomber Attack - Ground to an* warfare You re in command 14.95
□f a supersonic comber over enemy terrain Drop all 25 bombs on key locations
Midway Campaign - Vour computer controls a huge torce ot 19,95
JapaneM ships trymg to conquer Midway Island Your only advantage is surprise
Dnieper Rtver Line - a fictionalized engagement between Russian 25.00
& German forces in 1943 Soviet forces, controlled by the computer, seeii to overrun
your line and capture sulNcieni objectives to attain victory Four levels of difficulty
Tanktics - Armored combat on the Eastern front of WWH You 24.50
start outnumbered 2 to l but you choose your tank types betoie the battle
Guns ol Fort Defiance - Vou are the commander of a 19m artillery 20.00
piece mn besmged Ion Cnoose type of ammo Set I he cannon's eievaiion, deflection
Computer Basebali Strategy - you, the manager orthe 15-95
home learn, lest you ski llagamsl a wily and unpredictable opponent, your computer
Lords of Karma - Like an mirigumg puzzle' Decipher secrets 20.00
while ejipioring a mythical, magical city & countryside Avoid the lurking monsters'
North Atiantic Convoy Raider- its the Bismarck convoy 19.95
raid ol l9«i' Tie computer controls Ihe British ships Will you change history''
Pianel Miners - compete against others and the computer to 19.95
stahe valuable mmmg claims throughout the solar system m the year 2050
ConfiiCt 2500 • in 2S00 AD. earth is threatened &y attacking 19.95
aliens with an rnfmiteff of attack strategies wviih which to tease the defending pla^yer
Nukewar - Nuclear conlromation between two hypothetical 19.95
countries Defend your country with espionage, bombers, missiles, submarines, etc
Computer Acquire - New Second Editton* The object is lo 20.00
become the wealthiest person mthisOusmess game -hotel acquisitions & mergers
Andromeda Conquest - Vastscaic space strategy game of 19-95
galactic colon<zing and conquest Strange life forms & alien technologies - exciting'
Teiengard - Microcomputer Dungeon Advenluie game Time 25.00
fantasy and role-playmg 50 levels ol ever-more complex mazes to explore & survive'
MORE -MORE - MORE
TO ORDER:
P.O. Box 18765
Wichita. KS 67218
(316)684-4660
Prices subject to change.
WRITE
FOR
FREE
CATALOG
Persona! checks accepted (Allow 3 weeks}
Of C.Q.D. {Add S2) Handlmg charges $200
VlC-20* IS a registered trademark of Commodore'
63
66
68
70
71
72
73
74
75
B$+C6?
P=P+2:S$=STR$(P)+A?+B$+"lUP} "+C9?+S2$+
B$+C6$
64 P=P+2 : R$=STR5 (P )+A$+B$+" {UP} "+C9$+R2$+
B5+C6$
GOTO40
END
INPUT "1-21-41-61";A
FORI=1TO20
PRINT A
A=A+1
NEXT I
. - END
88 P0KE36869, 242 :PRINT" {clear] WHAT'S YOUR
NAME? "
89 INPUT" {down} "rZ?
90 Z?=Z?+""
92 POKE36879,25
95 GOSUB900
100 GOTO 1000
750 PRINT" {clear} {GRNIplEASE WAIT WHILE"
752 PRINT" { DOWN }l^ LOAD MORE PAGES"
754 PRINT" {D0WN}FR0M MY CASSETTEl"
7 56 LOAD
7 58 END
825 PRINT" {home} {20 DOWN) IpUR} [REV}tYPE NU
MBER OF ANSWERl {off} "
826 GETB$:IFB$=""THEN826
827 IFA5<>B?THEN835
828 PRINT" {03 UP} {BLK} CORRECT, ";Z$;"i"
829 GOSUB890
830 FORI=1TO2000:NEXTI
832 PRINT" {clear} ": RETURN
835 PRINT" {03 UP} {BLK]THE ANSWER IS ";A$
837 FORI=1TO2000:NEXTI
B40 PRINT" [clear} ": RETURN
850 GOSUB890
855 FORI=1TO1000:NEXTI
860 RETURN
890 POKE36a7a, 1 5 :FORI=1TO10 :POKE3687 5 , 22 5 :
NEXTI : POKE36878 , 0 ! POKE36875 , 0 : RET
URN
900 PRINT" {home} [20 DOWN} {RED} {REV}preSS K
EY FOR NEW PAGE { OFF } "
901 GETO$:IFO$=""THEN901
902 PRINT" [clear} [bLK] ":RETURN
905 END
1000 REM
7000 END
7005 GOTO750
Program 2.
Make these changes to Program 1 wtien using
8K or 16K expander.
1 P0KE36869,194:PRINT"{CLEAR) [BLUI {DOWN}
[03 RIGHT}aUTO BASIC"
2 POKE36879,27:K2=4117;K3=37909:INPUT"{
blk3{03 down} {03 right}begin line
#"fP
44 K2=4117:F0R 1=1 TO 23:P0KE K2,32:K2=K2
+2 2: NEXT I : INPUT"ANSWER= "; M5$
88 P0KE36869,194:PRINT" [clear} {D0WN}WHAT'
S YOUR NAME?" O
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"Tester"
Linton S- Chastoin
For the TRS-80 Color computer (extended BASIC op-
tional), this program can be used to drill or quiz any
student on practically any subject. If you dread tests or
have difficulty recalling the details about a particular
subject, this self-testings computerized teacher might be
just what you 'zv been looking for.
Have you ever had to learn something and wished
that you had some means by which you could
drill yourself on that information? This program
may be your answer. It requires only 929 bytes,
plus DATA statements, to run! The DATA state-
ments are added by the user after line 380. I used
line number 400 as the start of my DATA state-
ments. Lines 40 and 50 contain the title of the
test.
The format for the DATA statement is "DATA
N, "F$ = QUESTION", "A$= CHOICE A",
"B$ = CHOICE B", "CS = CHOICE C,
"D$ = CHOICE D", "E$ = CHOICE E", "G$ =
ANSWER", An example of the DATA statement
is "DAT AN, "WHAT IS THE CAPITAL OF N.C.?
","A. GREENSBORO","B. CHARLOTTE",
"C.DURHAM","D. BURLINGTON"/'E.
RALEIGH", "E". If you can not think of five
choices, you must still leave that position open.
This is done as in the following example :
"DATAN, "WHAT IS THE CAPITAL OF N.C.
?"/'A. GREENSBORO"/'B. CHARLOTTE","C.
DURHAM"/'D. RALEIGH"„"D".
The program also has a control that will dis-
play a long question (a question of 50 characters
or more) in two parts with a delay sufficient
enough to be read by most people. This same
control is used in answer choice "A". See lines
220-226 and lines 240-246. You can add this control
to all the choices if you wish. I use these controls
as is when I put Q-l- A data for the FCC Radio
Telephone License into the program. The ques-
tions for this type of test are usually long, but the
answers are generally numerical values,
10 'ADD YOUR DATA STATEMENTS AFTER LI
NE 380
20 CLS:T=0
30 C=0:F=0
40 PRINT"NAME DP TEST-
SO PRINT-CONTINUATION OF NAME OF TEST
60 PRINT
70 PRINT-COMMAND LIST # 1"
80 P
?0 P
lOO
105
1 lO
120
130
140
150
155
160
170
200
210
220
225
226
230
240
245
246
250
260
270
280
290
300
310
320
321
322
325
330
340
350
360
370
380
RINT
RINT" 1
PRINT"
PRINT-
INPUT-
IFR<0
ON R S
BGT040
END
F=l
FQRN=1
O 370
CLS
READN,
PRINTN
PRINTF
Y=LEN (
30
FORZ=i
PRINT
PRINTA
X=LEN (
O
F0R2=1
PRINTS
PRINTC
PRINTD
PRINTS
PRINT
INPUT"
IFR4=G
PR INT -
IFF=1
BOT033
PRINT-
PRINT-
INPUT-
IFX«=I
NEXTN
CLS:T=
332, C-
" : PRIN
RESTOR
- END TESTING"
2- START TEST"
3- DRILL-
ENTER COMMAND BY NUMBER" ;R
OR R>3 THEN G0T030
OSUB 150, 160, 155
TO lOO: IF N
lOO THEN GOT
F«,A«,B*,C«,D*,E*,G*
C
F«):IFY>100 THEN 226 ELSE 2
TO 5000:NEXTZ
*
A«):IFX>50 THEN 246 ELSE 25
TO 5000:NEXTZ
%
$
*
«
ENTER ANSWER BY LETTER" ;R«
« THEN 325
YOU ARE WRONG-
THEN PRINT-ANSWER IS " ; S*
O
YOU ARE RIGHT":C=C+1
PRESS <ENTER> WHEN READY"
FOR ANOTHER QUESTION"; X«
NKEY« THEN 360 ELSE 350
100: PRINT30, "THIS IS-:PRINT
OUT OF -T" CORRECT ANSWERS
T364, C/T* lOO" ■/. CORRECT"
E:RETURN ©
Use the card
in the bock
of this magazine
to order your
COMPUTE! Books
2M COMPUTE! April 1983
Estimating TI-99
IVIemory
Michael A Covington
You know the feeling - you're in the last stages of
typing in some tremendously complex and subtle
BASIC program that has been your brainchild for
the last two or three nionths, you decide to run
part of it for testing, and you get the dreaded
message
♦MEMORY FULL
telling you that your program is too big for the
computer, and that all your work has been in
vain.
At this point, you may be strongly tempted
to go right to your dealer and buy another 32K of
RAM. If you can afford to do so, more power to
you; but many of us can't, at least not on a mo-
ment's notice. Alternatively, you may start going
through your program and trimming it down.
The first thing to do would be cut out the REM
statements, especially if there are a lot of them;
then make the PRINT statements less verbose,
start combining short LET statements on one line
{without the word LET, of course!) if your com-
puter will let you, and so forth. But wouldn't it
have been nice to know, earlier in the game, that
you were running out of memory?
Some computers give you a command or
pseudovariablc that will tell you how much mem-
ory is free. Others, however, don't; you have to
work blind. But I've developed a simple trick for
finding out roughly how much memory is free
even without a BASIC command for doing it.
The first thing you have to do is find out how
large a numeric array your computer can accom-
modate. Try the one-line program:
1 DIM Q(5000)
If you can RUN this without getHng a "memory
full" message, try changing it to DIM Q(IOOOO),
and so on, until you hit the maximum. Alterna-
tively, if you do get a "memory full" message, try
reducing the size of the array until you don't. By
this method I've found out that a 16K TI-99 will
allow
1DIMQ(1812)
as an upper limit.
But wait a minute, you say. On the TI-99,
each element in a numeric array occupies eight
bytes. The whole array therefore occupies 14,496
bytes, which equals just over 14K (remember that
IK = 1024 bytes). What happened to the rest of
the 16K that the machine ostensibly has?
The answer is that a certain amount of mem-
ory - about 2K, it looks like - is occupied by es-
sential control areas and by the DIM statement
itself. This is why you can't use arrays to measure
the size of memory exactly - but you can make
quite useful approximate measurements.
What you do is simply add to your program a
statement such as
1 DIM Q(IOOO)
(where Q is a variable not used in the program
itself) and run the program; if you don't get a
"memory full" message, then you have at least
1000 numeric storage locations left (equivalent to
8000 bytes on the TI-99). Similarly, a successful
DIM Q(500) tells you that, on the TI-99, you have
at least a quarter of the 16K RAM still available.
When you run the program, be sure to make
it do a large variety of the things it will normally
be used to do. Also, if you use string variables,
do something to make them as long as they will
ever normally be, since, on the TI-99, string vari-
ables are allocated dynamically (the amount of
memory they occupy depends on their actual
length).
Finally, be sure to remove the DIM statement
after conducting the text; otherwise, your program
will give you "memory full" messages later on
and you won't know why. Q
ApnM9e3 COMPiml 215
Commodore
Structure-BASIC
David Williams
Tins simulation of "structured programming" uiill give
you a sense of why programmers take sides about it.
Some can't stand it; some can't program luithout it.
What's more, the special programming techniques ex-
plored in this article are both novel and powerful. It is
designed to work on Upgrade or 4.0 PEVCBM BASIC,
hut can be translated to the VIC (ivith memory expan-
sion) or Coiinnodore 64 (see tiotes 0)i translaling at the
etid of the article).
This program helps to teach elementary computer
programniing to students, which is one of the
things that I do for a living. Also, it uses some
unusual programming techniques, such as recur-
sively entered subroutines and BASIC lines which
are modified by the rest of the program as it runs.
Third, it was originally written in Waterloo Struc-
tured BASIC (WatBASIC), the version of BASIC
available on the SuperPet.
For this article, I have modified the program
so that it will run on PETs which are not ec]uipped
with the Waterloo ROM, but 1 have left much of
the original structure intact (including some Wat-
BASIC instructions in the form of REM statements
or non-executed lines) in the hope that you may
still be able to gather from it some of the flavor of
the other version of BASIC.
The purpose of "Structure-BASIC" is to help
and encourage students to plan their programs in
the form of flowcharts. (In the context of Waterloo
BASIC, flowcharts are often called "structure dia-
grams," which I shall also often call them in this
article.) Using Structure-BASIC, a student can
draw a simple structure diagram on the PET's
screen, placing BASIC instructions on it where
appropriate.
When the diagram is complete, he simply
presses the X (for eXecute) key, and the machine
proceeds to execute his program directly from the
diagram, without requiring the normal BASIC
format with line numbers, etc. The diagram can
include loops and conditional branches, provided
these are drawn in the required way, and can
carry almost the full vocabulary of BASIC words
in the instructions to be executed. Diagrams can
be executed repeatedly, with modifications if the
user so wishes, and are stored in high memory
during execution, so that the screen can be used
216 COMPUJI! ApnM983
for output and user INPUT.
Before telling you exactly how to use this
program, I should tell you how to get it into your
PET. If you type it in from the listing, there are a
couple of things you should bear in mind. First,
unless you have the Waterloo chip in your
machine, you probably won't be able to copy the
line indentations which are there to emphasize
the program's structure and improve its legibility.
This is a trivial problem. You can simulate the
indent spaces with colons, if you wish, or you can
simply ignore them. The program will run per-
fectly well without them.
The second problem is much more serious.
Near the beginning of the program there are five
lines, numbered 2010, 2035, 2055, 2072, and 2082,
each of which contains a string of 30 X's. These
characters are there simply to reserve memory
locations into which tokenized BASIC instructions
are to be POKEd by the "changeline" routine
later in the program. It is vital that "changeline"
POKEs exactly the right memory locations (the
ones occupied by the X's), but the addresses of
these locations will be affected by any trivial dif-
ferences ~ such as the absence of indent spaces -
between the way you type in the program and
the way I did.
Before you try running the program, 1
strongly suggest that you go through the following
steps to make sure that the POKEs are correctly
targeted. First, look at the values given to the
variable TG in lines 3172, 3176, 3180, 3184, and
3188. These numbers should be the addresses in
memory of the first X in each of the five lines listed
earlier. Try PEEKing each of these addresses. You
should get 88. This is the (decimal) ASCII number
for the character "X".
If you don't get 88, try the address plus one,
the one after that, and so on, until you do get 88.
If you do get 88 from your first PEEK, try the pre-
vious address. If that also gives you 88, try the
one before that, and so on. In this way you can
locate the first X in each string. Then change lines
3172, etc., so that TG is given the correct address
of the first X in each string in your version of the
typed-in program. (If you know how to use the
machine-language monitor, you can, of course,
use it to find the first X in each string much more
quickly than you could through the method
above.)
THE
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distribulors of MUPET, UUPET II, MASTER, DTL BASIC COMPILER
CM3
If you can't face all that typing, or if you've
tried it and find that the program somehow won't
work right, send me a blank tape (no disks please)
and $3 plus however much it costs you to send
the cassette to me. With luck, it will cost me about
the same amount to send it back to you. Please
don't send postage stamps unless they're Cana-
dian ones. My address is at the end of this article.
If you'd like a copy of the program in WatBASIC
as well as the non-Waterloo version (you may like
to look at a listing, even if you can't run it), request
it and I'll include it for free.
Three Options
Now let's assume that you have loaded Structure-
BASIC into your PET, which has at least 16K of
RAM, Upgrade or subsequent ROMs, and a 40-
column screen. When you RUN the program,
you will get a menu with three choices: (1) draw
and run a new diagram, (2) modify and run an
existing diagram (already in high memory), and
(3) read instructions. Read the instructions if you
like. The program will take you back to the menu
when you have finished reading. Since there is
not yet a diagram in high memory, you should
now make choice number one. The screen will
clear, and at the top left corner there will appear a
rapidly flashing square containing a downward-
pointing arrowhead. This is the cursor with which
you can draw the logic lines on the diagram.
To start with, try drawing a simple linear
program. Press the asterisk key a few times, and
you will see the cursor move down the screen
(the direction indicated by the arrowhead), leaving
a trail of asterisks behind it. The program uses
this trail to indicate a logic line. After a few as-
terisks, press the "E" key. This indicates that you
are about to write an instruction to be Executed as
the diagram is interpreted. You will see a reverse-
field asterisk added to the logic line, and a new
cursor, without an arrowhead, will appear to the
right of it.
Write a simple BASIC instruction, such as
"A = l", using this cursor. If you make a mistake,
you can backspace using the delete key and write
over your error. When the instruction is finished,
hit "return" and the line-drawing cursor will reap-
pear. Add a few more asterisks, press "E" again,
and write another instruction such as "PRINT
A". (Using a question mark instead of "PRINT"
or using other BASIC shorthand is perfectly okay.)
Press "return" again; then, since the two instruc-
tions constitute a tiny program, press the X key to
watch it execute. There will be a delay while the
diagram is cqpied into high memory, and then
the screen will clear.
After another short delay, the number one
will be printed, followed by READY and the nor-
mal PET cursor. RUN Structure-BASIC again, and
2t8 COMtVni April 19S3
this time choose option number two from the
menu. You will see your diagram reappear on the
screen, copied there from high memory, which is
used in a way which is not erased by the RUN
command. The line-drawing cursor will reappear.
You can then change the diagram however you
wish, moving the line-drawing cursor with the
normal cursor controls and writing instructions as
before.
Almost any instructions can be used, the
exceptions being ones which would require line
numbers, such as GOTO and GOSUB; lines which
are normally simply "pointed at" by BASIC, such
as DATA, DEE EN, and simple literal definitions
of strings (e.g., A$= "STRING"), and FOR/NEXT
loop structures. We'll come to the method for
writing loops sliordy. If you want to use strings
in your diagrammed program, you can INPUT
them or build them by concatenation (e.g., K$ =
"KEY" -(-"WORD"). The INPUT method is
certainly the best for beginning programmers.
After it has been INPUT, a string can be manipu-
lated using any of the normal string operator
instructions.
Conditional Brandies And Loops
Now let's write a simple program with a condi-
tional branch. Start off as before, and make the
first instruction INPUT "A WORD";W$. Then,
after a few more asterisks, press the "I" key while
still in line-drawing mode. The word IF will appear
to the left, and the writing cursor will wait for
you to enter the condition for the branch. Let's
make it LEN(W$)>10. Continue the program main-
line downward, and terminate it with some in-
struction like PRINT "END".
Now move the line-drawing cursor, with the
regular cursor controls, until it is immediately to
the right of the "I" in the line. Press the "C" key;
you will see the arrowhead in the cursor point to
the right. Now the cursor will move in that direc-
tion as a hne is drawn. Put a few asterisks in this
line; then press "E" and write in the instruction
PRINT "LONG WORD". Press RETURN and
then "X" to execute the little program. Of course
it will print out "long word" only if you enter
more than ten characters in response to the INPUT
instruction.
The method of drawing a conditional branch
suggests that any number of instructions can be
made contingent on a single "if" condition. This
is, in fact, the case in Waterloo BASIC. In regular
BASIC, an indirect strategy has to be used to
achieve this result, unless the condition and all its
consequences can be written on a single line.
Writing a loop with Structure-BASIC is very
similar to the method for a conditional branch. A
loop is just a branch executed repeatedly until its
condition is no longer satisfied. When drawing a
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logic line, press the "L" key. The word "while"
will appear; then you should write in the loop
condition. Continue in exactly the same way you
used for a branch. The condition can refer to any-
thing which is altered by the execution of the loop,
so that ultimately it will no longer be satisfied and
execution of the loop will cease.
Limitations And Possibilities
There are a few other features, and some limita-
tions, to Structure-BASIC which 1 should mention.
An easy way to make changes to an instruction
label is to move the line-drawing cursor to the
desired position, press C if necessary so that the
arrowhead points in the same direction as the one
in which the label is written, then press W. You
will then be able to rewrite the label as you wish.
Press RETURN when you have finished.
If you wish to nest loops or conditional bran-
ches, you can do so. However, no more than two
loops and/or two branches can be put into a nest.
The program recognizes the end of an instruction
label by the presence of at least two blank spaces
after it (single spaces are allowed within a label).
Therefore, you must be careful always to allow
enough space at the end of a label.
Similarly, always make sure there is at least
one blank space at the end of a logic line, branch,
or loop. You must also make sure that no label
crosses, and thus interrupts, the string of asterisks
in a logic line. In order not to slow down program
execution, I have not included any checks to pre-
vent you from drawing or writing past the edge
of the screen. You just have to be careful not to
do so, and also to leave enough space between
the end of a line or label and the screen's edge.
With a little practice you should find, as I
have, that Structure-BASIC allows you to draw
structure diagrams of a wide variety of simple
programs on the screen and then execute them.
The speed of execution is, of course, much slower
than for programs written in the normal way; but
this is of little importance if the main objective
is to teach simple programming techniques to
students.
You may still be a bit curious about how Struc-
ture-BASIC functions as a program. I intend to
leave much of the figuring out of its workings to
you in the hope that, as you look through the
listing, you will also realize how it can be easier to
read and understand a structured program than
an unstructured one. Even though I have had to
disrupt the structure to some extent (even to the
point of including some GOTOs) in order to make
it run on an unmodified PET, I think it is still quite
legible.
The line indentations are intended to be help-
ful in this respect. They set aside the contents of
loops and conditional branches from the program
mainline, which can be imagined as running down
the left-hand edge of the listing. Nested loops
and branches are progressively more indented as
the depth of the nest increases. Another aid to
legibility is the division of the program into a
number of named paragraphs or PROCedures.
These should permit the program reader to be
able to study in isolation the functional building-
blocks from which the program is made. However,
because of the peculiar problems of writing a self-
modifying BASIC program, 1 have been forced to
place some PROCs at the beginning of the program
which would otherwise have been better placed
later.
Some stylists may also object to the fact that
the program functions recursively, so that some
PROCs can be nested within themselves. How-
ever, this seems to me to be a perfectly logical
consequence of the task which this program has
to carry out. The recursion happens when the
diagram contains a loop or branch. This is executed
as a little program nested within the main pro-
gram. The interpretation of the branch uses the
same PROCs used to interpret the main program,
so they end up nested within themselves. Indeed,
if the diagram contains a nest of loops and/or
branches, the PROCs can be recursively nested
several times over. This type of program organi--
zation does require some care.
The other unusual feature about this pro-
gram's organization is that it is self-modifying.
During execution of a diagram, instruction labels
are read and converted into tokenized BASIC
form using the PET's internal ROM routines. (It
uses these ROM routines for making this conver-
sion when you enter an instruction in direct
mode.) Finally, the tokens are POKEd into target
lines in the program. A full explanation of this
technique would be an article in itself. Here I will
just say that the "tricky" step in the process, the
conversion to token form, is carried out in the
PROC named "compile." With this hint, and the
aid of a memory map to help you understand the
POKEs, perhaps you can figure out for yourself
how it works.
There are some tantalizing possibilities as-
sociated with this program which I have so far
been unable to explore because of lack of time
and/or equipment. One simple one would be to
modify it to run on the 80-column PET. This would
greatly increase the amount of information which
could be included in a diagram. A similar result
could be achieved by allowing a diagram to span
several "pages," each a full screen in size. Perhaps
the pages could be made to call each other as
PROCs or subroutines.
Another possibility - which would destroy
the structured nature of the program, but would
320 COMPUTEI Apfil1983
VIC-20
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CBM-64 & VIC-20 MINI-MONITOR
Ail machine code monitor which will
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VIC-20 version requires 8K expansion.
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CREATIVE SOFTWARE
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Great new ail machine code game for your
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Great new book to add to your library.
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NEW CBM-64 AND VIC-20 PRODUCTS
^— CBM-64/VIC-20 PRINTER INTERFACE ~ = -
Model IVIW-3a2 S1 19.95
This unit; will interface your VIC-20 or CBM-B4 t;o
standard parallel printers such as Epson. Centronics,
C. itoh. and many others. Allows printing of full upper
and lowercase.
6 pin DIN -^^
5 loot cable
Switcfies to select aevice addresses 4 ttirough 7. Also
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36 pin connector on end ol 2 foot cable. Compatible
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tVIW 302 PRINTER INTERFACE
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^^-^- DIGITAL TO ANALOG CONVERTER
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Model MW-304V $129.95
Allows your VIC or CBM to output analog signals
or digitize up to B analog channels.
MICRO tWORLD ELECTRONIX INC
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DISKETTES & CASSETTES FOR THE
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make it run much faster - would be to translate
some of the routines into machine language. An
even more radical rewrite of the program should
enable it to run as a diagram-to-BASIC compiler.
An "engine" like that would not interpretively
run the diagram as the present program does.
Instead, it would write into the PET's memory a
conventional BASIC program which could later
be executed at normal BASIC speed or which could
be SAVEd as a normal program on tape or disk.
That might make "son-of-Structure-BASIC" a
really useful tool in the writing of long and com-
plex programs. However, it would then need
better technology than the present program uses
to draw the diagram. Perhaps something based
on the use of a light pen for the actual drafting
and a large disk file to store the diagram.
I would be interested in knowing if any
readers follow up on the above possibilities or
any others. If you do, or if vou have any questions
or problems regarding the program in its present
form, please write to:
David Williams
Box 174
Postal Station "Z"
Toronto, Ontario, Cniindn MSN 2Z4
TiDO example structured pro^^raius. The structure
diagram, which can actually be RUN like a BASIC
program, is shotvn at the left. Follow the asterisks to
see the program flow. A "listed out" version of the
structure is shown i)i a box to the right of the diagram.
1000
1020
2000
2010
2020
2025
2030
2035
2040
2045
2046
2047
2050
2055
2060
2065
2066
2067
2070
207-2
2074
2077
2078
2080
2082
2084
2087
2088
3000
3010
3020
3030
3040
3050
3060
GOTO 16010: CALL MAINLINE
PROG CHANGEABLE
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
RETURN
PROC CHANGELPl
IF NOT (XXXXXXXXXXXXXXXXXXXXXXXXXXXX
XX) THEN RETURN
GOSUB 15010: REM CALL TRACK
GOTO 203 5
RETURN
PROC CHANGELP2
IF NOT (XXXXXXXXXXXXXXXXXXXXXXXXXXXX
XX) THEN RETURN
GOSUB 15010: REM CALL TRACK
GOTO 2055
RETURN
PROC CHANGEIFl
IF NOT (XXXXXXXXXXXXXXXXXXXXXXXXXXXX
XX) THEN RETURN
GOSUB 15010: REM CALL TRACK
RETURN
PROC CHANGEIF2
IF NOT (XXXXXXXXXXXXXXXXXXXXXXXXXXXX
XX) THEN RETURN
GOSUB 15010: REM CALL TRACK
RETURN
PROC COMPILE
CL$=": ;:::::::::::; :GOTO 3100:"+CL?+
CHR$(13)
FOR 1=1 TO LEN(CL$)
POKE 828+1, ASC{MID5(CL$,I,1))
NEXT I
POKE 212,2
POKE 59408, (PEEK (59408) AND NOT 32)
*
*
D A=0
*
W*
H*
I*
A = 0
WHILE A < 10
E*
A* A
<*
A = A + t
PRINT A
ENDWHILE
PRINT "END"
1* A
• 0* +
Jl 1 «^ i X J l-i 1 ^ U
1
* 1
* :
* ?
* A
*
a PRINT "END"
*
Q INPUT 0
rW$
■k
I*
F*
i***Ea
INPUT "WORD";W$
L* ?
IFLEN(W$)>10[thenI
E* "
PRINT "LONG"
N Li
(* 0
ENDIF
PRINT "END"
W N
5* G
K " f
>*
1*
0*
1
*
Sa PRINT "EN
D"
3070
3080
3085
3090
3100
3110
3120
3130
3140
3145
3150
3155
3160
3162
3163
3164
3166
3168
3170
3172
175,2
188,0
176,2
175,0
176,3
POKE
POKE
POKE
END
POKE
POKE
CL?=""
1=528
REM LOOP
J=PEEK(I)
IF J=0 THEN 3163
CL?=CL$+CHR?(J)
1=1 + 1
GOTO 3140
GOSUB 3 170: REM CALL CHANGELINE
RETURN
PROC CHANGELINE
IF TG$<>"CL" THEN 3174
TG=1082
222 COMPUH! April 1983
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• Reader forum for reviews/comments'eic.
• Twice yearly updates.
• Names, addresses, and phone numbers o(
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In the Spring Updale:
Bibliography ol VIC-20" magazine articles and
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ROM EXPANSION
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April 1933 COMPUTE! 223
VIC And 64 Notes
This is one of the most intriguing Commo-
dore programs we've seen. As a converted
Waterloo (structured) BASIC program, it
uses modular PROCedures. Don't worry about
the unfamiliar PROC's and ENDIF's. These
lines are never executed anyway (no GOTOs
ever land on them). They're like REM state-
ments documenting the program's flow.
Mostly Machine Specific
While this is a structured program, it's very
machine-specific. Some very tricky tech-
niques are used . First, it uses POKEs to screen
RAM when building the program diagram.
Change any references to 32768 or 32769 to
1024 for the 64. You'll need to make other
changes to get PROCedure DRAW to work
on the VIC, such as replacing references to
40 (PM = PN-40) to 22, and using the appro-
priate screen memory address for your VIC's
memory size: 3K expansion = 7680, 8K or
greater expansion = 4096.
When you execute a screen program.
Structure BASIC "creates" statement lines
by modifying itself. It grabs a line from the
screen, "tokenizes" (condenses) it with a
ven/ strange method (explained later), and
POKEs the tokens into program RAM. The
variable TG (target) holds the memory loca-
tion of the program line being modified. It
should be changed to reflect the host
machine's start of BASIC. For the 64, just
add 1024 to the value of TG. There isn't
enough memory in a 5K VIC to run Structure
BASIC. With 8K or more added RAM, you
should add 3584 to the value of TG.
PROCedure INITIALIZE reserves RAM
at the top of memory to hold the screen dia-
gram between RUNs. Change references to
52 and 53 to 55 and 56 for the VIC or 64.
PROCedure COMPILE is the trickiest. It
builds a program line in CL$. This cannot be
directly placed into memory, since it is in
ASCII form. (The command PRINT is not
stored as the letters "PRINT" in memory,
but rather with a single character token.) So
CL$ is copied to the second cassette buffer,
and then a series of POKEs makes the com-
puter think it is getting input from the second
tape drive. It doesn't try to read the tape, it
just looks at the second cassette buffer.
The newly tokenized line is found in the
BASIC input buffer (at $0200 and up). The
program then PEEKs the tokenized line into
CL$ and later POKEs this directly into some
program lines. Yes, it's confusing at first, but
very powerful. The technique permits BASIC
to easily modify itself. It could be used for
program-defined DEF FN statements (for
graphs or math programs). It could also serve
as the kernel of a MERGE command to add
lines of BASIC read in from an ASCII file on
tape or disk. Don't overlook the potential of
this technique.
It's not simple to convert it to the VIC or
C-64. First, the machines don't have a second
cassette or second cassette buffer. Instead of
POKEing a "2" (lines 3050, 3070, 3085), use
"1". The POKE addresses 212, 175, 188, and
176 should be changed to 186, 153, 166, and
154, respectively. These are merely sugges-
tions. Translating such an exquisitely
machine-specific program as this will require
additional conversions.
When you succeed in making a VIC or
64 version, send it in and we'll share it with
everyone. In the meantime, studying the
techniques explained in this article will
improve anyone's understanding of their
computer's BASIC^
3173
GOTO 3196
3196
IF LEN{CL$)>=30 THEN
3208
3174
IF TG$<>"CLP
1" THEN 3178
3198
CL$=CL5+" "
3176
TG=1154
3200
GOTO 3196
3177
GOTO 3196
3 208
1=0
3178
IF tg9<>"clp
2" THEN 3182
3210
REK:LOOP
3180
TG=1270
3215
as=asc(mid$(cl$,i+i
D)
3181
GOTO 3196
3220
POKE TG+I,AS
3182
IF TG?<>"CLI
1" THEN 3186
3225
1=1 + 1
3184
TG=1385
3230
IF I<30 THEN 3210
3185
GOTO 3196
3400
RETURN
3186
IF TG$<>"CLI
2" THEN 3190
5000
»
3188
TG=1488
5010
PROC INITIALIZE
3189
GOTO 3196
5015
A0=256*PEEK(53)
3190
REM: ELSE
5020
IF PEEK(A0+1000)=204
THEN 5080
3192
PRINT "TOO DEEP STACK"
5030
POKE 52,0
3193
END
5040
POKE 53,PEEK(53)-4
3194
END IF
5050
A0=256*PEEK(53)
22d COM4>U11) April W83
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BRINGS YOU THESE NEW ITEMS!
574" FLOPPY DISCS, Boxes of 10. Guaranteed
5 yrs. 12MM Passes. . . SS, SD S20.30/SS,DD
S23.10/DS DP $27.30
C-10 Blank Cassette Tapes, Case of 50,
screw- pac Commercial Gfode. . . $25.00
The TAPEWORM"'' the Amazing Cassette
Recorder interface for alS COMMODORE'"
Products. . . $24.95
COMPUTER FURNITURE, All styles and sizes
Ask for our catalog
SPEECH SYNTHESIZER • by METAVOX""' for
Vic-20'^ and COMMODORE^" 64. . . $168.00
BACK ISSUES . COMPUTE! Magazine ■ 5 Issue
minimum, $2.50 per issue, specify month
A/V Interface for COMMODORE''" 64. . . $19.95
VISA, MASTERCHARGE, No OOP's
Prices exclude delivery COStfallowSOdaysdeil^/ery)
Dealer Inquiries Invited
1125 N.E. 82nd
Portland, OR 97220, (503) 257-9464
5052 FOR 1=1001 TO 1023
5054 POKE AJ3+I,32
5056 NEXT r
5060 POKE A0+1000,204
5062 PRINT "{03 UP}{02 DOWn1rUN{02 UP}";
5064 POKE 623,13
5065 POKE 158,1
5067 END
5070 ENDIF
5030 Al=32768
5120 FOR 1=0 TO 2
5130 POKE 826+1,32
5140 NEXT I
5170 FOR 1=1 TO 6
5180 READ WH(I)
5190 NEXT I
5 200 FOR 1=1 T03
5210 READ 11(1)
5 220 NEXT I
5480 RETURN
5490 :
5510 DATA 87,72,73,76,69,32
5520 DATA 73,70,32
5600 :
6000 PROC DRAW
6010 PN=32769
6020 FM=40
6030 CS=150
6100 REMtLOOP
6110 REM; LOOP
6120 GET G?
6121 PK=PEEK(PN)
6122 POKE PN.CS
6124 FOR 1=1 TO 20: NEXT
6126 POKE PN,PK
6128 FOR 1=1 TO 20: NEXT
6130 IF G$="" THEN 6110
6140 IF G$<>"*" THEN .6470
6450 POKE PN,42
6460 PN=PN+FM
6470 IF G$<>"L" THEN 6492
6471 POKE PN,12
6472 FW=FM
6474 PM=PN-41-5*FW
6476 FOR 1=1 TO 6
6478 POKE 622+1, WHCi)
6480 NEXT I
6482 POKE 158,6
6484 GOSUB 8010: REM CALL WRITELABEL
6490 PN=PN+FM
6492 IF G$<>" " THEN 6500
6494 POKE PN,32
6496 PN=PN+FM
6500 IF G$<>"I" THEN 6530
6 501 POKE PN,9
6 502 FW=FM
6504 PM=PN-41-2*FW
6506 FOR 1=1 TO 3
6508 POKE 622+1,11(1)
6510 NEXT I
6512 POKE 158,3
6514 GOSUB 8010:REM CALL WRITELABEL
6 520 PN=PN+FM
6530 IF G?<>"E" THEN 6560
6540 POKE PN,170
6 542 FW=41-FM
6544 PM=PN+2*FW
6 545 GOSUB 80 10; REM CALL WRITELABEL
6 550 PN=PN+FM
6560 IF G$<>"fD0WN3" THEN 6580
6 570 PN=PN+40
6580 IF G$<>"{UP}" THEN 6600
6590
6600
6610
6620
6630
6640
6650
6655
6660
6662
6664
6665
6670
6680
6900
6999
8000
8010
8020
8030
3032
8034
8036
8037
8038
8040
8050
8060
8065
8067
8068
8069
8070
8080
8090
8100
8999
9000
9010
9020
9030
9040
9999
10000
10020
10030
10040
10050
10999
11000
11010
11020
11030
11040
11050
f
11060
11070
11080
11090
11100
11999
12000
12010
12020
12030
12040
12050
12060
12070
PN=PN-40
IF G5<>" {right}" THEN 6620
PN=PN+1
IF G$<>"{LEFT3" THEN 6640
PN=PN-1
IF G$<>"C" THEN 6660
FM=41-FH
CS=340-CS
IF G$<>"W" THEN 6680
FW=FM
PM=PN
GOSUB 8010: REM CALL WRITELABEL
REM: ENDIF
IF G$<>"X" THEN 6100
RETURN
PROC WRITELABEL
REM: LOOP
REM : LOOP
GET G?
PK=PEEK(PM)
POKE PM,(127 AND PK)+128-(l2a AND ~
PK)
FOR 1=1 TO 10: NEXT
POKE PM,PK
FOR 1=1 TO 10: NEXT
IF G$="" THEN 8020
if g$=chr5(13) then return
as=asc(g$)
if as<>20 then 8069
PM=PM-FW
GOTO 8090
REM: ELSE
POKE PM,(128 AND AS)/2+(63 AND AS)
PM=PM+FW
GOTO 8010
ENDPROC
PROC COPY
FOR 1=0 TO 999
POKE A0+I,PEEK(Al+l)
NEXT I
RETURN
PROC RECOPY
FOR 1=0 TO 999
POKE A1+I,PEEK(A0+I)
NEXT I
RETURN
PROC READLABEL
CL?=" "
PR=SR
REM: LOOP
pk=peek(pr)
AS=(63 AND PK)+2*<64 AND PK)+2*((N0
' PK) AND 32)
CL$=CL$+CHR$(AS)
PR=PR+FR
IF RIGHT$(CL$,2)<>" " THEN 11030
CL?=MID$(CL?,2,LEN(CL$)-3)
RETURN
PROC DOLINE
FR=41-FT
SR=PT+2*FR
GOSUB 110 10: REM CALL READLABEL
TG$="CL"
GOSUB 3010tREM CALL COMPILE
GOSUB 2010; REM CALL CHANGEABLE
PT=PT+FT
12080 RETURN
226 COMPUnt Ap(ll1983
Commodore 64 Computer
over $300 Free Professional Software
wfien you buy a Commodore 64 computer
COMMODORE 64
PROFESSIONAL
SOFTWARE
Name
List
Sale
word processing pack
$89.00
$69.00
complete Data Base pack
(includes Mailmerge)
$89.00
$69.00
Electronic Spreadsheet pack
(likevisicalc)
$89.00
$69.00
Accounting pack
(personal & business)
$59.00
$49.00
Programmers Helper
$79.00
$59.00
Programming Reference guide $20.95
$18.95
6asic Tutor
$24.95
$19.95
Typing Tutor
$24.95
$19.95
80 column BOARDi
80 characters per line on the screen at one time.
Includes word processing pack (list $89.00),
complete data base pack (list $89.00, Electronic |
spreadsheet pack (list $89.00).
ALL FOR ONLY $275.
We have over 300 Programs for
the Commodore 64 Computer
1 0 day free trial • We have the lowest prices
|« One day delivery express mail • Free Catalogs]
WE LOVE OUR CUSTOMERS
ENTERPRIZES '^*ctory d,«ect,
BOX 550, BARRINGTON, ILLINOIS 60010
Phone 312/382 5244 to order
• Light Pen $49.95
• Utility Proms:
Vickit 1 $39.95
Vickit2 $49.95
Vickit 3 $49.95
• Games for Light Pen
Life $9.95
Otiiello $9.95
Chezkees $9.95
Go $9.95
VICkit I
adds the following commands:
AUTO FIND RENUMBER
DELETE HELP STEP
DUMP OFF TRACE
VICkit II
adds the following commands:
AUTO HELP TRACE
DELETE OFF RENUMBER
DUMP STEP APPEND
FIND
plus the following graphics commands:
GRAPHICS INVERT FILL
CLEAR POINT PUT
TEXT LINE CIRCLE
SET, BESET DRAW
VICkit III
adds the following commands:
GRAPHICS
CLEAR
SCREEN
BORDER
GROUND
TEXT
SET, RESET
INVERT
POINT
LINE
DRAW
CIRCLE
FILL
PUT
COPY
FONT
WRITE
OFF
SWITCH
ORDERS ONLY: 800-752-1341
CALIFORNIA ORDERS: 619-277-8002
INFORMATION: 619-277-8006
inail
comp
9434 Chesapeake Drive
San Diego, CA 92123
12999 :
13000 PROC DOLOOP
13010 FR=FT
13020 SR=PT-41+FT
13030 GOSUB 11010: REM CALL RERDLABEL
13040 NL=1+NL
13050 TG$="CLP"+STR5(NL)
13060 GOSUB 3010: REM CALL COMPILE
13150 LS(NL)=TS
13160 LP(NL)=PT
13170 FT=41-FT
13180 TS=PT+FT
13200 IF NLOl THEN 13220
13210 GOSUB 203 5: REM CALL CHANGELPl
13215 GOTO 13240
13220 REMiELSE
13230
13240
13250
13260
13270
13280
13300
13999
14000
14010
14020
14030
14040
14050
14060
14150
14160
14170
14180
14200
14210
14215
14220
14230
14240
14250
14260
14270
14280
14300
14999
15000
15010
15015
15020
15025
15030
15040
15045
15050
15060
15065
15070
15080
15085
15090
15100
15102
15105
15106
15107
15108
15110
15200
15999
16000
16010
GOSUB 2055: REM CALL CHANGELP2
REM;ENDIF
FT=41-FT
pt=lp(nl)+ft
ts=ls(nl)
NL=NL-1
RETURN
PROC DOIF
FR=FT
SR=PT-41+FT
GOSUB 11010: REM CALL READLABEL
NI=1+NI
tg$="cli "+str$ (ni )
gosub 3010: rem call compile
isCni)=ts
ip(ni)=pt
FT=41-FT
TS=PT+FT
IF Niol THEN 14220
GOSUB 2072 s REM CALL CHANGEIPl
GOTO 14240
REM: ELSE
GOSUB 2082: REM CALL CHANGEIF2
REM:ENDIF
FT=41-FT
pt=ipCni)+ft
TS=IS(NI)
NI=tII-l
RETURN
PROC TRACK
PT=TS
REM: LOOP
PJ=PEEK(PT)
IF PJ=32 THEN RETURN
IF PJ042 THEN 15050
PT=PT+FT
GOTO 15108
IF PJO170 THEN 15070
GOSUB 12010: REM CALL DOLINE
GOTO 15108
IF PJOI2 THEN 15090
GOSUB 130 13: REM CALL DOLOOP
GOTO 15108
IF PJ<>9 THEN 15105
GOSUB 14010: REM CALL DOIF
GOTO 15108
REM: ELSE
PRINT "TRACKING ERROR"
END
REM:ENDIF
GOTO 15015
ENDPROC
PROC MAINLINE
GOSUB 5015: REM CALL INITIALIZE
16015 REM: LOOP
16020 PRINT "{clear} (07 D0WN}wHICH OF THE
FOLLOWING DO YOU WANT TO DO"
16030 PRINT "IdOWnII. DRAW THEN RUN PROGR
AM DIAGRAM"
16040 PRINT "{down! 2. MODIFY THEN RUN EXI
STING DIAGRAM"
16050 PRINT "tD0WN}3. READ INSTRUCTIONS"
16170 PRINT "{02 down} {02 RIGHT}ENTER NUM
BER AT LEFT"
16200 REM: LOOP
16210 GET G$
16220 IF G?<"1" OR G$>"3" THEN 16200
16230 IF GS<>"3" THEN 16250
16240 GOSUB 17010: REM CALL INSTRUCTIONS
16250 REM:ENDIF
16260 IF G$>="3" THEN 16015
16300 PRINT "{clear}";
16310 IF gS<>"2" THEN 16325
16320 GOSUB 10020: REM CALL RECOPY
16325 REM:ENDIF
16330 GOSUB 6010: REM CALL DRAW
16340 GOSUB 9010: REM CALL COPY
16350 PRINT "{clear}";
16360 TS=A0+1
16370 FT=40
16380 GOSUB 15010 :REM CALL TRACK
16400 POKE 53,4+PEEK(53)
16900 END
16999 :
17000 PROC INSTRUCTIONS
17010 PRINT "{CLEARlUSE '*' TO DRAW LOGIC ~
LINES. CHANGE"
17020 PRINT "DIRECTION BY ENTERING 'C' . F
OR AN"
17030 PRINT "EXECUTABLE LINE, ENTER 'E'. F
OR A LOOP, "
17040 PRINT "ENTER 'L'. FOR AN IF, ENTER ~
17042 PRINT "CURSOR IN DRAWING MODE SHOWS ~
DIRECTION"
17044 PRINT "OF MOTION. PROGRAM SWITCHES ~
TO LABEL-"
17046 PRINT "LING MODE IfflEN 'L','I' OR 'E'
ARE"
17048 PRINT "ENTERED, OR WliEN 'W' IS ENTER
ED."
17050 PRINT "AFTER WRITING A LABEL, PRESS ~
'RETURN' . "
17060 PRINT "THE CURSOR CONTROLS CAN BE US
ED IN"
17070 PRINT "DRAWING MODE. A BLANK CAN BE
USED TO"
17080 PRINT "OVER-WRITE UNWANTED MATERIAL.
It
17090 PRINT "WHEN A DIAGRAM IS FINISHED, E
NTER"
17100 PRINT "'X' TO EXECUTE IT. USE SINGL
E LETTERS"
17110 PRINT "FROM 'A' TO 'H' FOR VARIABLES
, TO"
17120 PRINT "AVOID INTERACTION WITH VARIAB
LES IN"
17130 PRINT "THE MAIN PROGRAM. LOOPS CANN
OT BE"
17140 PRINT "NESTED MORE THAN TWO DEEP; NE
ITHER"
17150 PRINT "CAN IFS."
17500 PRINT" {02 DOWN} {02 RIGHT}pRESS {rEV}
SPACE{0FF} to CONTINUE"
17510 REM: loop
17520 GET Gl$
17530 IF G15<>" " THEN 17510
17900 RETURN ©
2S8 COMPUTE! April 1983
VIC-20 .. CBM 64
EXPANDER BDflRDB
4 Sfot for the 64. Toggle switches and
reset switch.
P/N C64
«69.95
PTI offers the finest selection
of expander boards available
for the VIC-20 and CBM 64.
The design features, quality
construction, and competitive
prices make any of them an
exceptional value. New pro-
ducts are being added monthly,
so write for complete catalog.
6 Slol lor »e VIC. Toggle switches
ancl reset switch
P/N V36 '79.95
Slot tor Ihe VIC. No svnilches, reset, or
luse
P/N V13 '49.95
commodore64s^
* HARDWARE •
CALL
4 Slot (or the VIC. Tag gle switches and
reset switch.
P/N V24 -es.gs
PHECISION TECHNOLOGY. INC,
COMPUTER PBODUCTS DIVISION
P.O. BOX 1M54
I SALT lAKE CITY. UTAH SSltS
' (801) 4e?-6S66
3 Slot lor the Vic. Stide switches, no
reset switch.
P/N V23 '59.95
See your dealer, or place
your order direct
VISA-M/C-CHECK-COD
DOES
VIC-20 or COMMODORE 64
really work ???
VICTOR APPLICATION
GUARANTEED SATISFACTION
for:
"WORD PROCESSING
•USED AS REMOTE TERMINAL
•ELECTRONIC MAIL
# TELEX INTERFACE
# EDUCATION
# HOME FINANCE
# FUN & GAME
HARDWARE & SOFTWARE AVAILABLE:
# WP SOFTWARE by QUICK BROWN FOX $50,00
# RS-232 INTERFACE BOARD 840.00
# PARALLEL INTERFACE FOR PRINTER $48.00
# GEMINI PRINTER by STAR S350.00
# 40 COLUMN TERMINAL SOFTWARE CARTRIDGE $48.00
# TERMINAL SOFTWARE CASSETTE S8 00
# IEEE 488 INTERFACE $80.00
# GAME: MOBILE ATTACK S32.00
# MOTHERBOARD EXPANSION 6 SLOT $72.00
# MOTHERBOARD EXPANSION 3 SLOT 337.00
#8K. 16K, 24K MEMORY EXPANSION $48.00,588. 00, $120.00
DEALERS INQUIRIES WELCOME!
CATALOG FOR ANY ABOVE APPLICATION &
TECHNICAL INFO. - CALL or WRITE:
VICTOR APPLICATION
1002 MARION DRIVE, GARLAND. TEXAS 75042
phone: (214)487-9385
FROt^ COMMODORE
COMMODORE 64 COMPUTER
FROM QUALITY COMPUTER
TEN KEY PAD $69.95
0 thru 9 Keys, olus?, /. •. +. -. . and ENTER keys Easy mstallalion.
AUDIO/VIDEO CABLE $9.95
HoqH your monitor a stereo up to your 64, Instructions included on
tiow to run e«1ernal sound tnlo ttie sound ctiip tor processing
Special pros ram. dslivery (UPS. UPS AIH|. anO eilencied one
year warranty tree with computer purctiase
• SOFTWARE •
ADO $S.0O FOR DISK VERSIONS
SPRITE SHAPER™
REGULAR VEimON
$19.95
See Ihe Sprite take lorm as you design it Use several dillererl
shapes in a program Choose color. 3ize and more Forms ihe
Da,1a a Poke Stalemenis tor you
DELUXE VERSION $24.95
Same as above excepi il allows 3 colors per Sprite,
SOUND SHAPER"'
REGULAR VERSION $»-95
Try dilferenl settings ot ADSB, wavetorms, and filters tor one
voice by iimply pressing 'unclion keys
DELUXE VERSION $14,95
Same as above except different settings can be rriade 'or each
ol the ihfeu ^^oicei Interaction between the votces can be
selected using sync and ring modutation
QUALITY COMPUTER
801 S. VICTORIA SUITE 105
VENTURA. CA 93003
(805(656-1330
MASTERCARD • VISA
Send 25c lor our VIC & 64 Catalog • Oealer Inquiries Invited
inQ(SB@j
Quit Playing Games . . .
Disk Based Software to Make Your
Computer Get Down to Business
Disk Data Manager— Create and manage your own data
base. Allows you to create, add, change, delete, search,
sort, print, etc. Up to 1200 records on a single disk.
VIC 20. . . 59.95 CBM 64 . . . 89.95
Payroll System— Full featured, connplete payroll sys-
tem. Even prints checks.
VIC 20. . . 89.9S CBM 64 . . . 99.95
Mailing List— Up to 1200 records on a single disk.
Presorts by Zip Code, Prints on stock up to four
labels wide.
VIC 20. . . 44.95 CBM 64 . . .54.95
Inventory Package— Maintains quantity on hand, cost,
sales price, reorder point, etc. Generates suggested
reorder, sales report, and sales analysis.
VIC 20. . . 89.95 CBM 64 . , . 99.95
General Ledger— Up to 75 accounts! Generates Balance
Sheet, Income Statement, Update Report, etc.
VIC 20. . . 89.95 CBM 64 . . . 99.95
Clieckbook Manager— up to 25 expense categories.
Tracks ail outstanding checks until they are paid.
VIC 20. . . 49.95 CBM 64 . . .49.95
COMTACT US FOR ALL YOUR
DISK BASED SOFTWARE NEEDS
Call for specifics on Hardware Configurations.
Send Self-Addressed Stamped Envelope for
Catalogue of Games and other Applications
DEALER JNiauiRIES WELCOME
P,0, Box 863085
Piano, Texas 75086
(214) 867-1333
VISA and MASTERCARD Accepted
[MostaiCaRl]
INSIGHT: Atari
OUTASIGHT: ATARI
April Meanderings
From Bill Willciiison
There is so much to discuss this month, what
with all the new announcements from Atari and
others, that I won't waste your time with one of
my cutesy little introductions, wherein 1 sum-
marize — usually in one, long, run-on sentence
(with many parenthesized asides) or one or two
highly conjunctive paragraphs - all the things I
might talk about this month, give away the punch
line to various program listings, and apologize for
mistakes made three or four months in the past,
including mistakes that most readers never notice
because (luckily) they just read the text and don't
try to type in the program (or are clever enough
to wait a month or two and see what mistakes I
turn up in subsequent issues).
I luill note tliat 1 will break from tradition a
little this month and discuss some new software
releases. I know that I have said before that I would
not review software, but I feel that I must make
an exception when it comes to new languages,
especially those that come directly from Atari.
Atari COBOL
Unbelievable! After claiming for months (years?)
that they were }iot after the business market. Atari
did a complete about-face and produced an inter-
preter for that most popular business language:
COBOL.
Although versions of COBOL have been avail-
able for a number of years in the CP/M market, as
far as I know this marks the first attempt to im-
plement it on a 6502. The implementation itself is
revolutionary, also.
Most of my regular readers will no doubt
recall that I have repeatedly stated that the 6502 is
a lousy machine to write a compiler for. Several
groups have attempted to solve this problem by
producing code for an arbitrary "p-machine" and
230 COMPUII! April 1983
then writing a p-code interpreter which emulates
the (possibly imaginary) p-machine. Examples of
this type of compiler include Atari Pascal, UCSD
Pascal for the Apple, and (in a similar but not
identical vein) Forth.
Now, p-code is small, and the p-code inter-
preter can be fairly compact and efficient. But a
COBOL p-code interpreter (should we call it C-
code?) would be fairly large, because of the great
variety of data types, etc., that COBOL supports.
So why bother with the compiler stage? Why not
tokenize the user's input, a la Atari BASIC, and
directly interpret the tokens? You save a lot of
space and sacrifice only a little bit of speed. Voila.
Anyway, I recognize that not too many
COMPUTE! readers are COBOL aficionados, so
let's do a very short exploration of COBOL in
general and Atari COBOL in particular. Insofar as
possible, I will try to relate COBOL features to
BASIC features.
COBOL programs are always divided into
four major divisions: the identification division,
the environment division, the data division, and
the procedure division.
There really is nothing in BASIC to corres-
pond to either the identification or environment
divisions. The identification division is a kind of
forced REMark section; its contents are usually
installation and/or compiler specific. Under Atari
COBOL, this division is used to specify program-
mer name, date of compile, and auto-boot proce-
dures (if any). The environment division is used
by the COBOL programmer to tell the compiler
about the hardware configuration that the com-
piled code is destined for. Atari COBOL allows the
user to specify whether he or she is running on a
400, 800, or 1200 computer and describe the mem-
ory configuration. One can also specify whether a
FOR ATARI FROM mmg micro software
BASIC COMMANDER
PRO iMtt
Requires 'OK
Disk Only
• Sin^a knr #ntry Ri« command
- ENIER D - SAVE D
- LIST "D - RUN 0
- LOAD D
• SIngI* Iwy DOS hjnctloni frcxn tASIC
- FORMAT a disk - LOCK o til©
- RENAME a Ills - UNLOCK a Me
- DELETE o (lie - DISK DIUECIORV
• THffiE PCOGRAMMAUE KEYSIt
— single l<sys piogrammed lex your own use.
ev-en whole su&oufines
• AUIONUMBER
— outonxjlicollv genofofos line numbecs iof you
speeds pfogrom enliy 25-75%
• tLOCK DHETE
— i3eletes ooy ronoe 0( lines insiontanoouslV
• RENUMUil
— renumbers lines cr>d Oil lelerervces
— ettensrve eirc* trapptng
— 3 seconds to re^umbe* SOO iir>es
»IC£ S34PS
Requires 14K
Disk Only
MMG BASIC DEBUGGER
• TBACE JtM&gflh your SASlC pogrom
— Single slep — TRACE while
— TRACE UWTIL — choriQe variables
— LIST line numbers executed
— Bnamins vartabies' ^ues
• Full tc\—n BASIC Admng
— scroll up Of down by cursor
— edit youf wl^oi© pioafam eoJ<^f
— no more LIST lirie numbe' fonfles
■ Spill *cf«»n mode
— view two parts ot your BASIC program at once
□nd edir bothi
— scroll each window mdepencJentiv
• CBOS5 BEFEBEKCE
— provides o lisi o* vQiiobles ond the ime r^umbers
in which triey O'e used in vou' proQrom
• SCAffCM FOfl PH(tA5£
— search your BASfC program for onv phrose, CommofKl Of
strjngotchafocteti letvourcompuTerdothesoo'Chirtg for you'
TMJ TWO MOST POWWfUL AIDS AVAJLABU FOB THE AlAWIl
NOW AVAtLABlE ON THE SAME DISK FOB ONLY VA.9i
ffaqulrw 2iK ■ Dlik Or^Ty
A&TXROID
:-V^
„-/x #>'.
»A^ TIS? U
FINAL FLIGHT!
Have ycKi ever wonTecJ 1o pkior your own pione? Now. ?r>Qnks to RNAL
RJGHT'. you can' This all- mochine- languor flight stmulotion is as close
to the rea mir^g os possible (below 20.000 feet!) Views ore in fLillcc^i.
and ore upOoted onyoyr screoni mony times per second, fcoreol-time
feeling of i^vng' Options gokne, such oi instruments onty. instrumenis
and cockpt view view only, foggy or clear weather approocJ^es and
londlngs, multiple levels ot ditticultv, ar\d nrore' in short. FINAL FLIGHT' is
bv 'd' ffie most sophistlcQied arxJ flexible flig'^t simulatw available for
the AT API
AvoJIobte on tope or disk - S?9 95 Rsqiiiies 24K
CHOMPER
This all machine languogeprogrom will iteepyouori the ed^ of your
seat Arcode sfyle octlon with inteitgent monsters make CHOMPER o
ctKHIenging oAd oddctir^g game Requires 1 Joystick and NEI?*/ES OF
STEEL!
Avoilobke on disk or cassette - S2fl OS Requires 1*K
ASTEROID MINERS
A Unique Game Tutorial
ThisSO poge book and program provides for a unique intermediate to
odvonced tutorlol A 32K a^SiC game utiliimg ever 25 play«sin piayef-
missile Qraphics. rrrachin© longuoge subroutines, o rediefihed
character set, multipiocessihg utlliiihg ttie ^jorlical blank interrupt
Interval- and much moie' The 50 page book includodwjfh thepogj'Qm
docurriaots etKrh pari of the entire program and corvlains ttw tullv
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ATAT?! is a legistered ttademafk of ATARI. Inc.
color TV or a black and white monitor is in use,
using either tlie American NTSC system or the
European PAL scheme. Naturally, one can de-
scribe the kind of printer to be used (daisy wheel,
dot matrix, etc.)-
COBOL's data division is at best poorly
translatable to F^ASiC. With COBOL, one must
Wisely, Atari chose
to disallow all use of the
procedure division, ...
declare all variables, while BASIC users declare
only strings and arrays. Also, with COBOL,
each variable has a "PICTURE" associated with
it which specifies what the data the variable re-
presents will look like when it is displayed or
printed (kind of like having a built-in "PRINT
USING" format for each variable). Of course,
some variables are never printed or displayed, so
they can be declared "COMPUTATIONAL," with-
out a picture associated.
Atari COBOL expands on the "PICTURE"
concept bv allowing the user to specify graphic
modes and pictures, including the capability of
declaring a variable to be a "player" or "missile"
which will be automatically animated (moved
both horizontally and vertically) during the
VBLANK interrupt period. Of course, there is a
price to pay for this flexibility: just setting up a
player can require as many as 48 lines of code!
The final division (and, yes, the divisions
must be kept in proper order in a COBOL pro-
gram) is the procedure division. It is here that
COBOL looks the most like other languages, in-
cluding BASIC. There are COBOL equivalents to
many BASIC statements, including GOSUB
("PERFORM"), LET ("MOVE"), IF... THEN
("IF"), and several more. Obviously, all the useful
"work" of COBOL is done in the procedure
division.
While COBOL does not use line numbers, it
suffers some of BASIC'S problems; and the user
must work to write properly structured COBOL
programs. Perhaps the real beauty of COBOL is
its ability to be extremely self-documenting.
How much more readable it is to say "IF SALES
GREATER THAN QUOTA MOVE BONUS-
AMOUNT TO BONUS IN SALARYRECORD".
And that really is legitimate COBOL code!
232 COMPUTt! flcnl1983
The most fantastic aspect to Atari COBOL is
tiiat somehow Atari managed to fit the whole
thing into an 8K byte cartridge. Rumor has it that
they have developed a 16-bit virtual machine that
does the brunt of the work. (I don't believe the
rumor that Atari wrote COBOL in BASIC and is
going to call' the manual "An Introduction to BAS-
BOL." On the other hand, who can sav?)
The one unfortunate aspect to Atari COBOL
is that, in order to cram it all into the cartridge,
they had to omit one of the four major divisions.
Wisely, Atari chose to disallow all use of the pro-
cedure division, since they felt that all but the
most experienced COBOL programmers would
not miss it.
Is Something Unclear?
I received a letter from Y. D. Obon, of Erehwon,
Nebraska, regarding a comment I had made many
months ago about suppressing the screen clear
when changing graphics modes. I had said at the
time that there seemed little use in such a capabil-
ity. Well, once again, I have been proveci wrong.
Since my comment appeared a long time
ago, and since it was written in connection with
my assembly language graphics library, I will
restate it in terms of Atari BASIC. If the
GRAPHICS statement had been omitted from
Atari BASIC, the user would have been able to
perform the equivalent function by typing in the
following equivalent statements:
CLOSE #6
OPEN#6, 12-l-n,m, "S:"
In that second line, "m" is the graphics mode
(e.g., m = 7 is equivalent to GRAPHICS 7). Also,
"n" is 0 if full screen graphics are desired, and 16
if you want four text lines at the bottom of the
screen. BASIC generates "n" for you based on
the GRAPHICS mode you select; note that BASIC
inverts the sense of the " -I- 16" before performing
the OPEN. (Note that the "12" is simply to tell
CIO that we can do both input and output on this
channel. It is not used by "S:".)
However, "n" as shown above can take on at
least one other meaning besides selecting full
screen or text mode graphics. If "n" equals 32 (or
48), the screen clear which usually takes place
upon changing of graphics modes is suppressed.
Now I hadn't thought this feature of much use.
After all, if I had a mode 5 graphics display and
attempted to change to mode 6 without clearing
the memory, I would get some sort of meaningless
jumble on the screen.
The program demonstrates several points,
including that made in the previous paragraph. I
was sorely tempted to simply dump this listing
on you, without explanation, and let you try it
out. But I will take pity. At the very end of this
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month's column, there is an explanation of the
various points made by this program. P/mst', please
don't read it yet! Please type the program in and
run it first. One due: not only is the program a
lesson in and of itself, but it also reveals the main
point of this month's column up to this point.
Caiitio)i: Double and triple check the program
before you RUN it. The effect could be disastrously
scrambled if you make a mistake. On the other
hand, the listing is short enough that you should
be able to type it in error-free.
Confusion Is Good For A Sole
Actually, maybe I'm a heel instead of a sole. But 1
had to have a little fun with this column, and April
is obviously the month for it.
1 have had a few people pre-read this month's
column, and the consensus is that I should explain
some of mv jokes. Now, 1 have always feit that a
joke that has to be explained isn't funny, but
maybe practical jokes are exceptions.
I would first like to point out that even while
I was pulling your assorted limbs, I was trying to
give you goocl and valid information. In the dis-
cussions of COBOL, everything I told you was
accurate and truthful, except, of course, anything
that referred to Atari. For instance, COBOL really
does have four major divisions, and it really does
support a PICTURE capabihty in the data division.
But I think you will find Atari buying IBM (the
whole company, not just the computers) before
you will find them producing a COBOL for any of
their current crop of machines.
Finally, the "kicker" in the description of
Atari COBOL (the giveaway that it was all a joke)
was the statement that the procedure division
was not supported. That is roughly equivalent to
leaving all statements out of Atari BASIC other
than REM, DATA, and DIM!
A Slight Hand
If you have not vet typed in and RUN the BASIC
program at the end of this article, you are cheating
if you start reading this part. Shame, shame, on
you. Actually, the program is a kind of puzzle.
How and why docs it act as it does? Well, the
easiest way to explain is to discuss it, line by line.
Line Ul: There's nothing special about the
name of the string, DIM$. I chose that name just
to show that keywords arc not generally reserved
names in Atari BASIC. GRAPHICS 23 is actually
GRAPHICS 7+ 16, full screen mode 7 graphics.
Note that this statement will clear all screen
memory used in mode 7.
Line 20: We're going to do a loop 40 times.
We READ a character from the DATA statements
and use its AT ASCII value as a COLOR. Trick:
only the two least significant bits of a color number
are used in mode 7. Thus COLOR 3 is the same as
234 COMPUn! Apiil19e3
COLOR 7 is the same as COLOR ASC("G"), be-
cause ASC("G") is 71.
Line 30: We draw some nice vertical lines,
each in a color determined via the READ in line
20. Remember, plotting points on an Atari really
means we are turning on or off certain bits in the
computer's .screen memory. Isn't this a peculiar
set of bit patterns?
Line 40: Naughty, naughty. Bill. You used an
XIO 12 instead of a CLOSE! Yes, but the point is
that doing a CLOSE frc)m BASIC really is the same
as an XIO 12. So we closed IOCS #6, the screen
device. And what about the rest of the stuff, the
'237,91,"* = LABEL" ' ? Junk. Pure junk. It is totally
ignored by CLOSE, and is meant only to mislead
you.
Line 50: More of the same foolishness. XIO 3
is exactly the same as an OPEN command. We
are opening the screen ("S..." is the screen, the
"..." are ignored, natch) on lOCB #6 (which is
where GRAPHICS would open it). We choose
graphics mode 1 (the second parameter), and the
44 may be thought of as 32 -I- 8 -1-4. The 32 says
do)!'t clear the screen memory, 8 says we can write
to the device (the screen), and 4 says we can read
from it (though wo don't in this program).
Line 60: So that we can leave the full screen
graphics active.
Lines 70, 80, and 90: As explained above,
only the two lower bits of each of these characters
are used. We could have used 2,2,4,3, etc., in-
stead, but I worked to get these in alphabetical
order, to confuse you further!
And why docs it work like it does? Because
we are actually seeing the stuff we plotted in mode
7 in a different way. Those same bits which were
used in pairs as colors are now interpreted as bytes
of eight bits each which are seen as characters.
So now you know the secrets. But you still
can't see the surprising result unless you take the
time to type in and run the program. Which you
already did. Unless you cheated.
Well, Henny Youngman I'm not, but 1 hope
vou enjoyed this month's foolishness. Next
month, on to more serious things. Finally, we
will start showing how to write self-relocatable
assembly language. Until then, best wishes from
the Lo Of Lirpa.
10 DIM DIM5(1) :GRAPHICS 23
20 FOR X=20 TO 59: READ DIM? : COLOR ASC(DIM$)
30 PLOT X,0:DRAWTO X, 91: NEXT X
40 XIO 12, #6, 237, 91,"*= LABEL"
50 XIO 3, #6, 44, 1, "SAVE D:TEST"
60 GOTO 60
70 DATA B,B,D,E,H,K,L,L,N,0,P,R,T
80 DATA B,B,E, J, J,K,L,L,L,L,L,N,N
90 DATA A,B,D,F,G,G, J, J,K,K,L,N,0,P U
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Coll Our TOLL FREE US Order Line
800-334-0868
In NC call 919-275-9809
Quan. rifle price Total
The Beginner's Guide To
Buying A Personal Computer $ 3.95
[Add $1 shipping and handling. Outside US
add $5 a ir mail; $2 surface mait)
COMPUTil's First Book of Atari $12.95
(Add S2 shipping and handling. Outside US
add $5 ai r mail; 52 surtoce mail.)
Inside Atari DOS $19.95
(Add 32 shipping hand handling. Outside US
add $5 air mai I; S2 surface ma il.)
COMPUTEI'sFirstBookof
PET/CBM $12.95
(Add $2 shipping and handling. Outside US
add $5 air mail; S2 surface mai I.)
Programming ttie PET/CBM $24.95
[Add $3 shipping and handling. Outside US
add $10 air mail; $3 surface mail.)
Every Kid's First Book of
Robots and Computers $ 4.95
(Add S1 shipping and handling. Outside US
odd S5 air mail; S2 surface mail.)
COMPUTEi's Second Book of
Atari $12.95
(Add S2 shipping and handling. Outside US
add S5 ai r moil; S2 surface mail.)
COMPUTERS First Book of VIC $12.95
(Add S2 shipping and handling. Outside US
odd S5 air mail; S2 surface mail.)
COMPUTCi's First Book of
Atari Graphics $12.95
(Add S2 shipping and handling. Outside US
add S5 a ir mail; $2 su rface mail.)
Mapping the Atari $14.95
Available in January. (Add $2 shipping and
handii ng. Outside US add $5 ai r mai I; S2
surface mail.)
Please add shipping and handling
for each book
Total
All orders must be prepaid (money order, check, or
charge). All payments must be in US funds, NC
residents odd 4% sates tax.
□ Payment enclosed
Please charge my: QVISA D MC D Am. Exp.
Acc't No.
Expires
/
Name
Address
Citv
State
Zip
Country
Allow 4-5 weeks for deiivery.
ATARI'
PAYROLL SOFTWARE
FOR
THE ATARF 800 "
Miles Payroll bysiem is an aovancM and comprebenstve payj'oll accounlrng system
designecj lor businesses loday Cumulative totals are mamtairked (or each employee, as well as
compleie repoflmg ctwck wnnrtg. af>d W-2 reporting Some lealures include
• Random access Me organi^aiiDti Tor iasl updating ol individual records
• Allows weekly, biweekly, semimonlWy or monihly pay pertods
• Completely menu-drjven and use'-frierxJiy
• Regiiar. Oveftime. Doutte uma Sck. Hoiiday, Vacalcn Bonus and Commission earning categt>nes
• Payroll deductions 3 nclwJe FeOeraf W/H Tax. State W/H Tax. City W/H Tax, F ICA. SDI, Group
insurance and 3 usef-defined deductions
• Tax sheltered annuity deduction capability lor IRAs and other tax shelters
• Stale and Fe{]efai Unemployment Insurance maintained
• Complete die viewing arxl editing capability
• */a>ntatns up lo 50 employees
• Up lo 10 user-de^ned Worker's Con>pensation dassilications
• Federal Tax laWes maybe ctianged inonly 1 5 minules each year by user wtien IRS ctianges tax
• Table method used for Stale and City lix, aflowinq compatibjhty with any siatesor cjI/s tax
• Produces 15 difletent teports. includmg W-2 Farms Report
■ Checks calculated ar>d printed automahcally
• PROGRAM ENABLING MODULE" p:oledsvalu3yepayrollinfo(malionhomi;nau1hvifedusers
• 3 user-dehned payiroltdeduclions loaccomntodatecusiDmirBdneedssuchaE savings, ptolil
5harir>g lax shelters, pensions, etc
• Pay pciiod. monthly, quarterly and yearly cumulative totals mamtasrwd tor each employee
• Automatic inOLit error detectran and recovery ptolects syslem Irom user-gmefated errors
• Easy to- iQilow. detailed, and comprehensive user's manual anr] tutorial leads the user stef)
by step ali^Twing anyor^e with little computer experience to easily operate Itie package
Includes inden
• Color, sound, and graphics utitTzed lot user ease
• Mainlans employee pay history
• Allows Id! manyal payroll check writing
• Packaged m a handsome S-nng deluxe pocketed bfrfw with 3 diskettes ^nd manual
• Reasonable ptice
See your local sto^e^ or contact Miles Computi[>g.
\ A MILES COMPUTING
/^ \:| , 71 36 Haskelt Ave. #204
I * ■ilK*> Van Nuys. CA 91406
^ " (213)994-6279
Alan IS a regisleced Irademafk ol Alan, Inc
Miles CompoliDQ. MILES PAYROLL SrSTEM. PROGRAM ENABLING MODULE are tiademarks
o( Miles Compuling. Van Nuys, California, NDl afMutid witu Atart, Inc
S1 79 95 Requrres 32K and iwo Atari" B10~ Oisk drivers Payment in U,S funds leQuired with
order Calilornia residenls add 6 5% sales lax. C D D a prepayraent only Dealef inquires
welcome
MEMORY EXPANSION BOARDS
for ATARI* COMPUTERS
Tiny Tek, tnc. Memory Boards are fully
assembled, tested, and guaranteed.
48K/52K Memory Board $139.95
For ATARI* 400
52K Addressable Memory
Easy to Install
32K Memory Board S79.95
For ATARI" 400 or 800
No Modifications Required
16K Memory Board $49.95
For ATARI* 800
No Modifications Required
We Will Meet Advertised Prices
BUILD YOUR OWN lUIEMORY
48K/52K Board (No Components) 340.00
32K Board (No Components) $30.00
16K Board (No Components) $10.00
48K/52K Complete Kit $115.00
32K Complete Kit $60.00
16K Complete Kit $35.00
Add $2 Shipping & Handling
Visa & MasterCard Accepted
"ATARI is a trademark of Atari Inc.
Dealer Inquiries Welcome
Tiny Tek, Inc.
P.O. Box 12609 • Dallas, TX 75225
214-373-8926
ENHANCE YOUR ATARI" 810
HAPPY 810 ENHANCEMENT
Speed up program development, loading, execution, and copying time by reading
dis^s op to 3 times faster. Complete compatibility with existing sottware, witti
iaster disk initialrzation, and reduced wear on ttre disk drive mechanism. No
soldering or trace cutting retjuired. complete installation instructions included,
or contact your dealer. Qiagnoslic program included.
SOFTWARE ENHANCEMENTS (require HAPPY SID ENHAfiCEMENT)
HAPPY BACKUP PROGRAM
Guaranteed to prorJuce executable backup copies of any disk which can be read
with a standard ATARI S10' disk drive. Backup those imporldnt disks in vour
librarv or use HAPPY BACKUP for small scale software production. Com-
pletely automatic duplication of format and data content of the source disk.
Single and multiple drive versions avaiLble. Backup copies will work on a drive
without the enhancement.
HAPPY COIMPACTOR PROGRAM
Combines sell booting programs which reside one per disk into one disk with
many self booting programs using the HAPPY COMPACTOR file structure.
Programs are then executed from the self booting HAPPY COIi^PACTOR
menu, and may later be extracted back onto a single disk. Compacted programs
disk will EKEcule only on a drive which has the HAPPY 810 ENHANCEMENT.
Pays for itself by reducing the number of backup disks you need, in addition
to the added convenience.
HAPPY CUSTOMIZER PROGRAM
User Iriendly program to generate source disks with custom track formal.
Format is specified on a per track basis. Examples of usage and interpretation
of results are included. This system requires a more advanced level user.
HAPPY 810 ENHANCEMENT WITH SINGLE DRIVE HAPPY BACKUP S249.95
MULTIPLE OfilVE HAPPY BACKUP PROGRAM S 49.95
HAPPY COMPACTOR PROGRAM S 49.35
HAPPY CUSTOMIZER PROGRAM S 99.95
CALt Ufl IVHlU FQH OHDt RISC iNIDHWaTION Su"i ro tOO
HAPPY COMPUTING
P.O. Box 32331
San Jose, CASS 152 [
(408) 251 6603 *
BASIC COMPILER
AND ASSEMBLER
FOR ATARI
THE BASM BASIC COMPILER AND ASSEMBLER FOR
ATARI 400/800 proijuces programs ttiat run up to 130 times
tasier than Atan BASIC. Uses the syntax of BASIC with
ASSEMBLY LANGUAGE data types and addressing modes.
Has the efficiency of ASSEMBLY, but cuts program
development time by 2 to 3 times, Produces highly efficient
ROMable Atari binary files. Programming features: IF-ELSE-
ENDIF: WHILE-ENDWHILE: DEF-ENDDEF. Utility libraries:
graphics; floating point; disc access: debugging aid. Editor
included. Block-structured capability, Eases the transition
from BASIC to ASSEfvlBLY LANGUAGE programming.
Eliminale the tedium of calculating the logistics of ASSEMBLY
Syntax. In-line standard 6502 ASSEMBLER. The next step in
the evolution of the small computer BASIC language.
Dealer inquiries invited.
BASM requires 32K, disk. Price $99.95 plus S2.00 for shipping
(add $1 .50 for C.O.D.). Send check or money order to:
COMPUTER ALLIANCE
21 11 5 Devonshire St., #132, Ctiatsworth. CA 91 31 1 / (21 3) 368-4089
HEXEDIT
A BASIC Hex Editor For The VIC
Bill Yee
"Hexedit" lets you handle hexadecimal-decimal conver-
sions and create and save machine hm^iia^e on your
VIC. It works on-any VIC, expanded or fiot.
Are you tired of POKEs, PEEKs, and constant
conversion from hexadecimal to decimal and back
again? Here's an editor that allows you to roam
around VIC memory entirely in hexadecimal. In
addition, by changing a BASIC pointer, binary
data or machine code entered into VIC RAM via
the editor :an be saved and loaded on VIC cassette.
The normal VIC cassette commands SAVE,
LOAD, ard VERIFY are used.
The editor is written in BASIC in order to
avoid the chicken and egg problem (only an un-
expanded VIC is required to create "Hexedit" but
it will work without modification on any VIC).
Because the unexpanded VIC has only 3500-odd
bytes of RAM available, Hexedit contains no REM
statements, and GOSUBs are used extensively.
Hexadecimal to decimal conversion is done by a
subroutine at line 11, and decimal to hexadecimal
conversion is done by a subroutine at line 14. This
allows you to do conversions outside of Hexedit
via direct BASIC statements. For example, en-
tering H$ = "ABCD" : GOSUBU : ?D displays
43981, and entering D = 43981 : GOSUB14 : ?H$
displays ABCD.
Hexedit occupies 615 bytes of memory, and
on an unexpanded VIC the end of the program
would be at 4713 ($1269). A PEEK of the BASIC
pointer for the "end of BASIC program start of
BASIC variable area" at locations 45 and 46 ($2D
and $2E) should show 106 and 18 ($6A and $12)
after you have created Hexedit.
Modifyiing Memory
If you plan to use Hexedit just to look at VIC mem-
ory, there is nothing more to do. If you want to
create and save data, you need to reserve some
space in the RAM following Hexedit. This is done
by modifving the BASIC pointer at locations 45
and 46 so that the "end of BASIC program start of
BASIC variable area" is much higher than it is for
238 COMPUtl! Acril1983
Hexedit proper. If you do a FOKE45,0 and a
POKE46,28 followed by a CLR (to clean up the
other BASIC pointers), you would now have the
memory space from 4714 to 7167 (S126A to SIBFF)
at your disposal.
However, once you have changed the pointer,
do not add or delete any BASIC statement. If you
do, the BASIC line editor in the VIC will move
data around in memory up to the "end of BASIC
program" location defined by the pointer as
well as relinking the data to form linked BASIC
statements.
Hexedit is executed with a RUN command.
You are prompted for a starting memory location
by Hexedit. The address is taken to be hexadecimal
if prefixed by $• Otherwise, it is seen as decimal.
After the location prompt, all output and input is
taken to be hexadecimal. Hexedit displays the
current location address followed by the contents.
Keying the up CRSR causes a bvte walk towards
lower memory. The down CRSR is used to byte
walk towards higher memory. Depressing the
SPACE bar with no other input re-displays the
current location. This is useful for looking at the
VIC VIA timers or input ports. If the value in the
location has not changed, hitting the SPACE bar
will appear to have no effect.
A RETURN causes a prompt for a new starting
location. If you respond to the prompt with just
another RETURN, Hexedit will END.
Data can be entered into memory at the cur-
rent location whose address and contents are
displayed by Hexedit. The digits 0-9 and A-F are
accepted for input. Only the last two digits entered
are written into memory. So if you make a mistake,
just keep on entering digits until it is right. After
digit input, write of memory occurs on either up
or down CRSR, SPACE bar, or RETURN.
The location pointer is modified after a suc-
cessful write of memory, as described previously,
except for the SPACE bar. In this case, with data
entered, the SPACE bar causes the current location
to increment. I found this method of data entry
with the SPACE bar to be the fastest way. If the
RAMAX"
^^ by APROPOS
The ONLY RAM your VIC-20® Will need
FEATURES
• A full 27k bytes of RAM
(added to VICs 5k
equals 32k.)
• Fully switchable in sections:
BLK 1 switcfies 8k
(Adr. 81 92 to 16383)
BLK 2 switches 8k
(Adr. 16384 to 24575)
BLK 3 switches 8k
(Adr. 24576 to 32767)
BLK 5 allows/disallows
8k ROM (games)
(Adr. 40960 to 491 52)
RAM switches 3k (Adr. 1 024 to 4095)
• May be used with Super Expander "
games or ANY other VIC-20
compatible cartridge.
• Built in RESET switch.
• Fuse protected.
• Totally self-contained.
• 2 duplicate extension connectors for any device
normally plugged into the expansion port. (BLK 5 is
switched to connectors)
• Very low power usage. (.1 50 amp max.)
• High reliability gold plated connectors.
• 6 month parts and labor warranty.
• Factory service.
THIS SUPERB PLUG-IN GIVES YOUR VIC-20
REAL POWER AND EXPANDABILITY
FOR ONLY $169.00
Shipping included
6 month parts and labor warranty
WE SERVICE WHAT WE SELL
TO ORDER:
Send Check or Money Order For the Total
Calif, residents add 6% tax.
Phone orders: CALL (805) 482-360424 MRS.
For credit card orders, include all information on card.
_ or contact your local dealer.
Foreign orders, add $8.00.
All items shipped from stock.
VISA
L
SOFTWARE
DR. FLOYD
Psychoanalysis by computer? — well, not quite, but
Dr. Floyd will carry on a conversation with you using
psychoanalytic techniques giving the appearance of
artificial intelligence. Requires 1 6k or more.
$14.95 shipping included.
WORD PLAY
Includes: "Jargon" — a jargon word generator,
"Animal" — a fun game where the player teaches the
computer about animals. "Story" — the computer
writes stories using the players input names, places,
etc. "Haiku" —the computer writes HAIKU like poetry.
Requires 16k or more.
$14.95 shipping included.
All software is on high quality cassettes
and is replacement guaranteed.
DEALER INQUIRIES WELCOME
350 N. Lantana Ave., Suite 821
Camarillo, CA93010
APROPOS TECHNOLOGY,
VIC-20 & SUPER EXPANDER are registered trademafks
of Commodore Business Machines. Inc.
if^Of\ PERSONAL
lO^i/ COMPUTER
TOP 10 ARCADE GAMES
VIC-20 TAPE PROGRAM SALE!!
Rank Name
Super Paratrooper (Fantastic
[Exterminator-Plus
(Bettertlian Centipede)
Oicket (Better than Frogger
Snackman
( Better thian Packman)
(Salactic Crossfire
(you in the middle)
/\nli Matter Splatter
(Nuclear Disaster)
Bug Blast (Creepy)
Bombs Away (Great)
3-D Maze- Escape
Krazy Kong
List
)S24.95
S24.95
S24.95
S19.95
Sale
S19.95
Si 9.95
S19.95
$15.95
S19.95 S16.95
S24.95 SI 9.95
SI 9.95
SI 8.95
S16.95
S16.95
$16.95
$15.95
$14.95
$14.95,
BUY ANY FOUR - DEDUCT 1 0% MORE
VIC--20 PROGRAMMING AIDS!!
Sale
• IntrC'duction to basic programming $22.95
(manual and tapes)
• Advanced basic programming 22.95
(manual and tapes)
• Programmers reference manual 1 5.95
(28E1 pages - you must tiave this!)
• Pfocjrammers easy reference card 3.95
{tables-lists-drawings)
• VIC-20 Revealed 1195
(267 pages of VIC secrets)
• 6502 Machine Language Assembler 24.95
• 16K Programming cartridge 79.00
(gives 400% more programming power -
get 824.95 16K adventure game free!)
• 10 DAY FREE TRIAL
• WE HAVE THE LOWEST PRICES
« ONE DAY DELIVERY EXPRESS MAIL
• FREE CATALOGS
• WE LOVE OUR CUSTOMERS!
ENTERPRIZES factory direct,
BOX !550, BARRINGTON, ILLINOIS 60010
I Phon<j 3127382-5244 to ordtr
current location cannot be written by the data
specified, the response will in all cases be the
message "R/O" followed by re-display of the same
location.
Once you have finished entering data into
reserved memory, you can exit Hexedit by hitting
RETURN twice. The VIC cassette commands can
then be used to SAVE the new data (along with
Hexedit) to tape. A subsequent LOAD will retrieve
the data as well as Hexedit from tape.
1 have used Hexedit for entering up to 2
Kbytes of assembly code on the VIC. For example,
it is a way to create "TlNYMONl" directly on the
VIC rather than doing it via a PET. For those with
limited resources, Hexedit provides a way for
doing more with what you already have al no
further cost.
GOSUB8:L=D:C=99
G0SUB7:L=D
GOSUB13:L5=H$:D=PEEK{L):GOSUB14:PRItJTL
9": ■'H$"_"; :G0SUB18
IF H?=" "ANDC=32THENPRINT" {up} " :G0T03
IFH$ < > " "THENH$ = RIGHT$ (H$ , 2 ) : GOSUBl 1 : PO
KEL,D:IFPEEK(L) <>DTHENPRINT" r/o"
: GOTO 3
GOT02
PRINT:IFC<>13THEND=L-^SGN(99-C) : RETURN
8 H$=
: INPUT"LOC"; H$ : IFH$=" "THENEND
9 IFLEFT$(H$, 1) <> "? "THEND=VAL(H? ) :RETURN
10 H$=MID|(H5,2,LEN{H$)-1) : H$=RIGHT$ (H$ , 4
)
11 N=LENCh$) :D=0:FORM=0TON-1:C$=MID?(H?,N
-M, 1) :H=ASC(C$)-4S:IFH>9THENH=H-7
12 D=D-fH*16*M:NEXT;RETURl^
13 D=L
14 IFD<0ORD>65535THENPRINTD"OOR":END
15 H$="":M=4096:N=3:IFD<256THENH=16:N=1
16 FORH=0TON:C=INT(d/m) : D=D-C*M : M=m/16 : C=
C+48 : IFO 57THENC=C+7
17 H$=H$+CHR9(C): NEXT: RETURN
18 H$=""
19 GETC5:IFC$=""THEN19
20 C=ASC{C? ) : IFC=130RC=170RC=320RC=145THE
N RETURN
21 IF C<48OR(C>57ANDC<65)ORC>70THEN19
22 PRINTC?;:H$=H$-^C?:G0T019 ©
20 ™
LoQcl
THE INTERNATIONAL USER'S
NEWSLETTER/MAGAZINE
CASSETTE - ALL IN ONE FOR
VIC 20™OWNERS
Don't be April Fooled into anyttiing but the best for
your Vic 20. Has the cost of software put a syntax
error in your life? Do you feel you are the only
"computerite" on earth? Look no more-20 Load is
here to save the day. An instant remedy to many of
your problems will be delivered to you EACH
MONTH. Subscription Rates are: 1 yr. - SSO.OO,
6 mo - $30.00. Write to: 20 Load, 550 Grant Ave.
Junction City, Kansas 66441. (913) 762-4730
(VIC-20 IS a trademark of Commodore Busines5 Machines, Inc.)
Commodore 64 Software
"SPRITEWRITER"
Uullicolor and Single Color
Sprite Edit/Destgn
The sprite generation package with the most
features available.
Append sprite data statements to any program.
Test your sprites - up to 8 sprites displayed at
the X.Y location you clioose. Manipulate color
of sprites and background. X,Y scaling and X.Y
coordinates.
Our price is $24.95 on cassette or $29.95 on
diskette + $1.00 tor shippirtg and handling.
Several new software packages will be
available by the time this ad runs.
Pixell Now sells Hardware!
CBW 64 and peripherals
Amdek Monitors and Plotters - lowest prices
available
Corvus Disk Drives
The complete NEC product line
NEC 6000 and 8000 Personal Computer
NEC 8800
The APC - the best personal small business
machine built
Call for the most competitive prices.
Mastercard /Visa
Dealer inquiries welcome
o pixel! software
6S95W.IVIIssissippiPI. Lakewood, CO 80226
(303) 922-9197
VIC-20 W/8K & CBM-64
The Finest
Word Processor
For VIC Computers
From Mailing Labels To Manuscripts
Editing Freedom- Editing Speed
It Does It All
For VIC-1515/25 Serial or Parallel Printers
Rapidwfiter Wordprocessing On Disk or Tape
Program w/manual and tutorial $39.95
NOW RAPIDWRITER
PLUS!
Mail Merge, Acct'g & Communications
Complete Ttie System
Everything You Need To Pul Your VIC to Wofk
Incld. Disk Utilities $79.95
^APiPWR/TER
91 Long Hill Rd.
Leverett, MA01054
413-549-3744
Rapidwritef(c) H.D. Mfg. Inc. 1982
All rights reserved ^1^
VIC-20-
COMJklODOHE
TREK' $12.95
The classic game that has
roscinated computerists for
over a decade. Command-
ing the bridge of your star-
ship, you explore the galaxy,
fending off (he KJingon in-
vasion wttJi your phasers
and phaton torpedoes, at the
same time conserving your
limited time and energy, A
real bargain at $12.95.
LUDWIG'S
LEMON LASERS $14.95
You'd never think blasting
lemons out of the sky could
be so much fun! Fast ma-
chine code action. One or
two players. Written by the
demented doctor who gave
us "Hospital Adventure"
COSMIC DEBRIS $14.05
This highly addictive ar-
cade type game will keep you
battling the aliens for days.
■ONLY ADVENTURES ARE
AVAILABLE FOR THE
COMMODORE H
^•=^n SOFTVtfARE <S IS^SJ
ADVENTURES*
The best adventures at the
best prices! Controlled from
the keyboard.
GRAVE ROBBERS* $14.95
Introducing the firslGRAPfllC
ADVENTURE ever availRble
on the VlC-20! Explore an old
deserted graveyard. Actually
see the perils that lie beyond.
ADVENTURE PACK I*
(3 Programs) $14.85
MOON BASE ALPHA-
Destroy the meteor that is rac-
ing towards your base.
COMPUTER .\DVENTURE-
Re-live (he excitement of gel-
ting your first computer.
BIG BAD WOLF— Don't let
the wolf gobble you up,
ADVENTURE PACK II*
(3 Programs) $14.95
AFRICAN ESCAPE-Find
your way off the continent
after surviving a plane crash.
HOSPITAL ADVENTURE-
Written by a medical doctor.
Don't check into this hospital!
BOMB THREAT-Get back to
town in time to warn the
bomb squad of the bomb.
COMMODORE
64®*
ANNIHILATQR $19.95
Protect your planet against
lioslile aliens in Ibis
defender-like game. All
machine code for fast ar-
cade action, joystick
required,
KONGO KONG $19.95
Climb ladders; avoid barrels
the crazy ape is rolling at
ynu. Rescue the damsel. Par-
tially machine code for
smooth, fast action. Key-
board or joystick.
Send for free catalog
All programs Ht in the standard
VIC memory, and come on
cassellc tape.
Ordering— Please add $1.50
postage & tiandling per order.
PA residents add 6% sales lax.
Foreign orders must be drawn
in U.S. funds or use
credit card,
Credit card users— include
number and expiration dale.
VICTORY SOFTWARE CORP.
7 VALLEY BROOK ROAD
PAOLI, PA 1931 1
(215) 296-3787
VIC-20 & 64 &
^ PET OWNERS ii:
NEW AUTHENTIC PROGRAMS
CASINO CRAPS
•Any bet made in Vegas,
now can be made at tiome,
•The Field Hardways-
Place Bels-Come-Pass Line
•Find Q winning system,withiout
losing a dime,
8K version (1 player]S10.95
1 6K version (5 playersIS 1 2.95
KONNECTFOUR
•Now playthis popular gome
against your pet,
•Excellent sound Stgraphiics
•Real time clock
•Three levels of play
•Can fit into 8K
• Fun &. Educational for all ages
ONLY $10.95
GP Microsystems
72-31 67th Place
Giendole.N.Y. 11385
Please include S 1 ,50shipping
& handling for each program,
Indicateversion.
"■"'CQiUPU 5Ef\J5Ei:.
CARDBOARD 6
$87.95
An expansion interface for the VIC-20,
Allows expansion to 40 K or accepts up
to six games. May be daisy chained for
more versatility.
CARDBOARD 3
$39.95
Economy expansion interface for
the VIC-20
CARD "?" CARD/PRINT
$79.95
Universal Centronics Parallel Printer
Interface for the VIC-20 or CBM-64.
Use an Epson MX-80 or OKIDATA or
TANDY or just about any other,
CARDETTE
$39.95
Use any standard cassette player/re-
corder with your VIC-20 or CBM-64
LIGHT PEN
$29.95
A light pen with six good programs to
use with your VlC-20 or CBM-64
Prices subject to change.
TO ORDER: P O. BOX 18765
WICHITA. KS 67218
)316) 684-4660
Personal Checks Accepied (Allow 3 Weeksl
or COD (Add $2( Handling Charges $2.00
PET Searcher
Ponald A Blottel
A machine language routine can reduce the search time
of random access files. The program given here searches
for a given input string and matches if with an array
string. For CBM computers. Upgrade and BASIC 4.0,
with disk.
Random access or relative files require a keyfile to
hold the record number from which is derived
the record location on disk. If the keyfile is long, a
sequential BASIC search for the desired record
can take many seconds and eliminate the time
advantage of a random access file.
One solution to this problem is to sort the
keylist and then do a binary search. This requires
saving the record number with the keyword.
Another solution is to maintain an unsorted list
and equa :e the list position of the keyword with
the record number. The search time could be re-
duced wi:h a machine language routine.
The (ollowing program searches a one-
dimensional array for a given input string. The
position in the array is accessed directly with the
USR function. It is fast and reliable provided cer-
tain rules are observed. The input string variable
must be declared in the program before any other
strings. The array must be DIMensioned before
any other arrays. Any variables used during the
search process must be declared before the
search.
Before the search, the USR jump locations, 0-
1, must be POKEd with the appropriate values.
These will be generated in the loader (Program 1).
The search returns to BASIC on a match, if the
search is to continue for multiple matches, a dif-
ferent jump location must be POKEd. This also is
given in the loader program.
The search will match an input string with
the exact array string or a longer array string. For
instance, an input string of "hello" would match
with "heilo" and "hello there." A "*" in the input
string mE.tches anything. So, "***** there" will
match with "hello there."
The last element in the array to be searched
2i1 COMPUtt! ApriM9B3
must be "#" to stop the search.
The loader program allows a choice of storing
the routine at any location or protecting it in high
memory. It is deliberately short. Any modifica-
tions such as browsing backwards can be im-
plemented in BASIC by storing the matches in
another array.
The routine setup is exemplified in the dem-
onstrator (Program 2). Also, the search time is
calculated and may be compared to the same
search in BASIC.
The USR function transfers program control
from BASIC to machine code, starting at the ad-
dress at 0001 and 0002. By POKEing the appropri-
ate addresses at these locations, the program will
either initialize (start at the beginning of the
search) or continue where it left off.
The only ROM-dependent subroutine used
in the program is the one which converts two-byte
integer numbers to floating point. The program
was written on a machine with Upgrade ROMs,
in which this subroutine begins at location $D26D.
(See the last number in line 910 and the first in
Unes 920, 109 and 210 respectively. This is the
subroutine address in the usual low byte/high
byte order- 109 = $6D and 210 = $D2.) In BASIC
4.0 the conversion subroutine begins at location
$C4BC, thus the 109 and 210 must be changed to
188 and 196 to use the program with these ROMs.
Program 1.
100 PRINT" [CLEARIlOADER AND RELOCATER FOR "
SEARCH 2.0"
DEFFNHCX)=INT(x/256)
DEFFNLCx)=INT(X-256*FNH(X) )
DEFFNN(X)=PEEK(X)+256*PEEK(X+1)
NU=142 :REM LENGTH OF PROGRAM
input" t down] START AT [REV}a1off}ddreSS
OR £rev1tIoff}op of memory t[03
left} "rIN$
IF IN$="T" THEN 290
INPUT" {D0\TO}START at WHICH ADDRESS"; XX
GOSUB 220:GOTO380
110
120
130
140
150
160
170
180
190
200
210
220
230
240
250
260
270
2 80
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
480
490
500
510
5 20
530
FOR 1= 0 TO NU-1
READ A
POKE XX+I,A
NEXT
RETURN
REM CALCULATE NEW TOP OF MEMORY
HIMEM=FNN( 52 ) -NU-1
XX=HIMEM+1
GOSUB 220
REM ADJUST TOP OF MEMORY
POKE (52 ) , FNL(HIMEM)
POKE(53) , FNHChIMEM)
REM ADJUST 'FLIP' SUBROUTINE ADDRESS
REM (CURRENTLY 2ND AND 3RD NUMBERS IN
LINE 710)
01=106
POKE XX+1,FNL(XX+01)
POKE XX+2,FNH(XX+01)
REM ADJUST 'CONTINUE' SUBROUTINE ADORE
SS
REM (CURRENTLY 1ST AND 4TH NUMBERS IN
LINE 960)
02=77
03=124
POKE XX+03+l,FNH(XX+02)
POKE XX+03+4,FNL(XX+02)
REM ADJUST 'STORE' SUBROUTINE ADDRESS
REM (CURRENTLY 5TH NUMBER IN LINE 920,
1ST IN 930)
REM (AND 1ST AND 2ND NUMBERS IN LINE 9
40)
540
04=109
550
05=115
5 50
06=132
570
POKE
XX+04 , FNL ( XX+06 )
580
POKE
XX+04+1 , FNH ( XX+06 )
5 90
POKE
XX+05,FNL(XX+06)
600
POKE
XX+05+1 , FNH ( XX+06 )
610
:
620
PRINT
"{02 down] SET UP BY:
630
PRINT
'IdOWnJpOKE 0,76"
640
PRINT
"{down! POKE 1, "FNL (XX)
650
PRINT
"{down] POKE 2, "FNH (XX)
6 60
PRINT
"{02 down} FOR CONTINUATION:
670
PRINT
"{downIpoke 0,76"
680
PRINT
"{down] POKE 1, "FNL(XX+03)
690
PRINT
"{down} POKE 2, "FNH(XX+03)
7 00
END
710
DATA
32 , 164 , 3 , 160 , 2
720
DATA
177 , 42 , 133 , 4 , 200
7 30
DATA
177 , 42 , 133 , 5 , 200
7 40
DATA
177 , 42 , 133 , 6 , 169
750
DATA
0 , 133 , 8 , 133 , 9
760
DATA
24 , 165 , 44 , 105 , 8
770
DATA
133 , 0 , 165 , 45 , 133
7 80
DATA
1 , 144 , 2 , 230 , 1
790
DATA
160 , 0 , 177 , 0 , 133
800
DATA
2 , 200 , 177 , 0 , 133
810
DATA
3 , 165 , 4 , 170 , 160
820
DATA
0 , 169 , 35 , 209 , 2
830
DATA
240 , 35 , 177 , 5 , 201
840
DATA
42 , 240 , 7 , 209 , 2
8 50
DATA
208 , 6 , 202 , 240 , 22
860
DATA
200 , 208 , 240 , 24 , 165
870
DATA
0 , 105 , 3 , 133 , 0
880
DATA
144
890
DATA
8 ,
900
DATA
208
910
DATA
158
920
DATA
210
930
DATA
3 ,
940
DATA
190
950
DATA
202
950
DATA
3 ,
970
DATA
208
, 2 , 230 , 1 , 230
208 , 203 , 230 , 9
, 199 , 216 , 165 , 8
, 165 , 9 , 32 , 109
, 162 , 9 , 189 , 190
72 , 181 , 0 , 157
, 3 , 104 , 149 , 0
, 16 , 241 , 96 , 169
72 , 169 , 135 , 72
, 230 ,0,0 ,0
980 DATA 0
Program 2.
0
0
0
0
0
100
110
120
130
140
150
160
170
180
190
200
210
220
230
240
250
260
270
280
2 90
300
310
320
330
340
350
360
370
3 80
390
400
410
420
430
440
450
460
470
480
490
5 00
510
5 20
530
REM DEMO FOR SEARCH 2.0
REM DEFINE INPUT VARIABLE BEFORE OTHER
VARIABLES
REM AND DIM SEARCHED ARRAY BEFORE OTHE
R ARRAYS
REM "**LLO" OR "**LL*" ARE ALLOWED
REM LAST ELEMENT IN LIST MUST BE "#"
A$="HELLO" :REM DEFINE INPUT VARIABLE
FIRST
CR=0:T=0:Z$=" " :REM DEFINE Z$ BEFORE ~
USING IN SEARCH LOOP
GOSUB 500
DIM B$(3000) : REM SEARCHED ARRAY DIM'
D BEFORE OTHER ARRAYS
FOR I=0TO3000: REM SET UP DEMO ARRAY
B$(I)="BBBBBB"
NEXT
B$(3)="HELL0"
B?(4)="HELL0"
B5(5)="HELLO"
B?(1500)="HELLO"
B$(2500)="HELLO"
B$(3000)="#"
REM USE POKE VALUES FOR SET UP FROM LO
ADER PROGRAM
POKE0 ,76: POKEl , 58 : POKE2 , 3
PRINT" {clear} ARRAY ELEMENT TIME REQ
UIRED"
PRINT" MATCHED TO MATCH"
T=TI
CR=USR(0)
PRINTTAB(3) ;CR;TAB(18); (TI-T)/60
GETZ$:IFZ$=""THEN 410
T=TI
REM USE POKE VALUES FOR CONTINUATION F
ROM LOADER PROGRAM
POKE0, 76: POKEl, 182 : P0KE2 , 3
CR=USR(0)
PRINTTAB(3) ; CR; TAB( 18 ) ; (TI-T)/60
IF b$(cr)="#" then end
GOTO 410
PRINT" {clear] search"
PRINT" {02 DOWNJTHIS PROGRAM CALCULATES
THE RECORD NUMBER OF A GIVEN REC
ORD IN A "
PRINT" {down} SEQUENTIAL LIST. DEFINE T
HE SEARCH STRING BEFORE OTHER VAR
lABLES"
PRINT" {down} AND DIMENSION THE SEARCH M
ATRIX BEFORE ANY OTHER ARRAYS . "
April 19S3 COMPUre! 243
540 PRIN'?" {D0WN}AS long AS ALL VARIABLES H
AVE BEEN INITIALIZED, IT WILL YIE
LD"
550 PRINT" {dOWNIMULTIPLE MATCHES IN SEQUEN
CE."
560 PRINT" {down} THE LAST ARRAY ELEMENT MUS
T BE # . "
570 PRINT" {02 DOWnIprESS ANY KEY TO CONTIN
UE"
580 PRINT" {down} AND PRESS KEY FOR SUBSEQU
ENT [-lATCHES . "
590 GETZ:J:IF Z$ = ""THEN 590
600 PRINT" {down) {rev IpLEASE WAIT"
610 return ©
Use the card
in the bock
of this magazine
to order your
COMPUTE! Books
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244 COMPUTE! Apu\^983
The Atari
Return Key Mode
James Luczak
Atari's Return Key Mode can be a very powerful pro-
gramming tool. Not only can you write a program that
adds or deletes program lines from itself, hut you can
also change the contents of a program line - all of this
while the program is running.
Have you ever wanted a game program to store
the all-time high score? Have you ever wished
that a program could modify itself? Atari's Return
Key Mode makes this and many other things
possible.
Data statements can be updated. Strings can
be created and inserted into a program. It might
even be possible to simulate disk file operations
by creating, deleting and updating files set within
the program.
This article has two purposes: first, to intro-
duce the Return Key Mode to readers who don't
know it exists, and second, to show how to use
the Return Key Mode. Once you know how it
works, it's very easy to use. The three demo pro-
grams below will demonstrate the use of the Re-
turn Key Mode to add, delete, and edit program
lines (and also give you something to experiment
with). Program 1 illustrates how lines can be added
to a program. Program 2 illustrates how lines can
be removed from a program, and Program 3 shows
how to edit lines and then reinsert them into the
program.
Before we discuss how to use the Return Key
Mode, run Program 1. The screen should look
like Example 1. Now run Program 1 again. The
screen should then look like Example 2. If you list
Program 1, you'll notice that lines 55 and 130 have
been added to the program. I'll explain how this
was done in a minute.
Enter Program 2 and try running it. Your
screen should look like Example 3. Now run Pro-
gram 2 a second time; your screen should now
look like Example 4. List Program 2. As you can
see, we have added line 80 and removed lines 30,
40, 50, 60, and 70 from the program. Before
running Program 3, let's see how this was
accomplished.
In general, the format used in Program 1 to
add lines must be used to delete lines and to edit
lines.
Adding Lines
To add lines to a program, follow these steps:
• Step One: Print the lines that are to be added
with a line number, and as valid lines. Notice the
POSITION commands in lines 60 and 70 in Pro-
gram 1 . The position of the cursor is very impor-
tant when using the Return Key Mode. Any lines
that are going to be added, removed, or listed
must be positioned between STOP (line 100) and
CONT (line 90). This is probably quite confusing
right now, but things should start to clear up.
Remember, when adding lines, to position the
line to be added. Include a hne number, and the
line must appear on the screen when printed as a
valid line (lines 60 and 70 are examples of lines
printed as valid program lines).
• Step Two: POSITION 0,0 : POKE 842,13
(line 80).
The POSITION command insures that the
cursor is correctly placed. The POKE command
puts the Atari into the Return Key Mode.
• Step Three: POSITION 2,8 : PRINT
"CONT" (line 90).
The POSITION command places the
CONTinue (CONT) command below the last line
to be added to the program. You can position the
CONTinue command (type "CONT") as far below
the last added line as you wish. However, there
are three rules to observe when positioning the
CONTinue command. Rule One: There should be
clear screen between the last line that is going to
be added to the program and the CONTinue com-
mand. Rule Two: Do not position the CONTinue
command beyond line 23. Rule Three: The
CONTinue command must be printed on a clear
line (a line with nothing else printed on it).
Aprin983 COMWre! 245
Breaking Rules
Let's disre;^ard a couple of the rules and see what
happens. You can get the program back by hitting
SYSTEM RESET. Remember: always start with
the original program (remove lines 55 and 130).
Add the following line to the program: 75 POSI-
TION 2,8 : PRINT "THIS IS JUNK". After you get
the program back (remove lines 55 and 130),
change line 90 as follows: 90 POSITION 2,24 :
PRINT "CONT". The program scrolls right off
the top again.
All in all, if you observe these three rules
you won't have any problems. The line that the
CONTinue command is positioned on sets the
lower limit of the Return Key Mode. Anything
below the CONTinue command will not be af-
fected bv the Return Kcv Mode.
• Step Four: POSITION 2,4 : STOP (line 100).
The POSITION command places the STOP
command above the first line to be added to the
program. There is one rule to observe when posi-
tioning the STOP command. The STOP command
must be positioned two lines above the first Hne
to be added to the program. The reason for this
rule is that, when the Atari sees a STOP command,
it will print "STOPPED AT LINE XXX" on the
next line below the STOP command. And it will
print it no matter what happens to be there. By
positionin;^ our first line addition two lines below
the STOP command, we make sure that
"STOPPED AT LINE XXX" does not overprint
our line additions. The line that the STOP com-
mand is positioned on sets the upper limit of the
Return Key Mode. Anything above the STOP
command will not be affected by the Return Key
Mode.
• Step Five: POKE 842,12 (line 110).
This POKE removes the Atari from the Return
Key Mode and returns it to normal operations.
Here's a short recap of the steps to follow
when using the Return Key Mode:
1. Print the lines that are going to be added
with ti line number, and as a valid program
line
2. POSITION 0,0 : POKE 842,13 turns Re-
turn Key Mode on
3. POSITION 2,X : PRINT "CONT" sets
lower limit of Return Key Mode
4. POSITION 2,X : STOP sets upper limit of
Return Key Mode
5. POKE 842,12 removes the Atari from the
Return Key Mode
Taking Lines Out
To remove lines from a program, follow the same
steps as you would to add lines. Then print the
line number to be removed. Lines 90 through 110
in Program 2 show how it's done. That's it.
216 COMPUTI! Apci!1983
Example 1.
LINEO
LINEl
LINE 2
LINE 3
STOPPED AT LINE 100
55 GOTO 130
130 PRINT "THIS IS HOW IT WORKS'
CONT
READY
Example 2.
LINEO
LINEl
LINE 2
LINE 3
THIS IS HOW IT WORKS
Example 3.
LINEO
LINEl
LINE 2
LINE 3
LINE 4
LINES
STOPPED AT LINE 140
80 GOTO 170
30
40
50
60
70
CONT
READY
Example 4.
LINEO
LINES 30 THRU 70 ARE REMOVED
READY
Example 5.
TODAY IS MONDAY
USE THE CURSOR CONTROLS TO POSITION
THE CURSOR THEN TYPE TUESDAY OVER
MONDAY
•>
140 DATA TODAY
150 DATA IS
160 DATA MONDAY
HIT RETURN WHEN DONE
^^
Editing Programs
Before we explore how to edit, enter Program 3
and run it. Your screen should look like Example
5. Use the cursor and change one or all of the
words in the data statements. Hit RETURN after
you have made all changes. The Atari will print a
line at the center of the screen with your changes.
List Program 3. The data statements in lines 140
through 160 will contain any changes you have
made.
Program 3 edits program lines, then reinserts
them. Again, follow the same steps as you would
to add lines, except, instead of printing program
lines, list the lines that you want to edit (line 40).
In order to edit the line, we must first suspend
program operation. This is quite easy to do. Use
an INPUT command (line 60).
Since the computer is now waiting for an
input from the user, we can make any changes
we wish. To make a change, use the cursor con-
trols (control arrows) to position the cursor over
the item to be changed. Then type in the change.
To remove a word, follow the same routine, but
type spaces over the word to be deleted. There is
one rule to observe concerning the position of the
INPUT command: the INPUT command must be
positioned one line below the STOP command.
If the INPUT command is not positioned one
line below the STOP command, the word READY
will be printed three lines below the INPUT com-
mand. Trv changing line 60 as follows: POSI-
TION 2,7 : INPUT T$ and add the following line:
105 END. Now run the program and hit the RE-
TURN key. Look what happened to the data lines
that are listed. Everything is OK except the last
data line listed. The word READY is printed over
part of the data line. Remove line 105 and run the
program again. Make a change, then hit RETURN.
You'll notice that your change has not been im-
plemented. If you observe the position rule for
the INPUT command, you won't have any trouble
with editing. Remember: don't hit RETURN until
all changes are made.
Using Atari's Return Key Mode is not very
difficult. Experiment with the demo programs,
and you'll get the hang of it.
Program 1.
110
120
POKE B4 2, 12
END
lO
20
30
40
50
60
70
80
90
loo
? CHR«<125)
POSITION 2,0:'
? "LINE 1 "
7 "LINE 2"
? "LINE 3"
POSITION 2,6:
? "130 PRINT
■LINE O'
"55 GOTO
CHR« (34) ;
130"
"THIS
IS
HOW IT WORKS" ; CHR4 (34)
POSITION 0,0:POKE 842,13
POSITION 2,8:? "CONT"
POSITION 2.4:ST0P
Program 2.
lO '
20 F
30 1
4 0 ■;
so ■;
60 ■;
70 '
85 F
90 •;
lOO
1 10
120
130
140
150
160
170
CH
OSI
"L
"L
.. I_
"L
"L
OSI
30
? 6
? 7
PQS
PDS
POS
POK
END
R* (125)
TION 2,0: ?
INE 1"
INE 2"
INE 3"
INE 4"
INE 5"
TION 2,8
: 7 4 0:?
O
0
50
"LINE O'
"BO GOTO 170'
13
0
ITIDN 0,0:POKE 842,
ITION 2,14:? "CONT"
IITION 2,6:ST0P
842, 12
'LINES 30 THRU 70 ARE REMOVED"
Program 3.
5 DIM
10 ? C
20 FOR
XT
30 ? :
TO
HEN
NDA
4 0 PDS
50 POS
DON
60 POS
70 POS
80 POS
90 POS
lOO PO
lie ?
120 PO
T*
HR
X
X
PD
T
Y"
IT
IT
E"
IT
IT
IT
IT
KE
CH
KE
: R
( 1 > , C* < 10) : RESTORE
*<i25>
=1 TO 3:REflD C*:? C* ; " " : : NE
:? "USE THE CURSOR CONTROLS
SITI0Nt3 SPACESDTHE CURSOR T
YPE TUESDAY OVERC5 SPACES: MO
ION 2,7:LIST 140,160
ION 2,15:? "HIT RETURN WHEN
ION 2,6: INPUT T*
ION 0,0: POKE 842, 13
ION 2,12:? "CONT"
ION 2,5:ST0P
842, 12
R« < 125) : RESTORE
84,10:P0KE 85,10:FOR
EAD C*: ? C*; " " ; : NEXT
X=l TO
X: ? : ?
130 END
140 DATA TODAY
ISO DATA IS
160 DATA MONDAY
Use the handy
reader service cards
in the back of the
magazine for
information on products
advertised in COMPUTE!
April W83 COMMTtl 247
Apple li Bar Charts
Bernard L Webb
Reports for school, business, or other purposes can
frequently be made more interesting a)id more under-
standable fay the use of charts and graphs of various
types. Such charts can be prepared on the Apple 11 using
a graphics pad or by keyboard control. This fast and
com'cnient program draios bar charts under program
control, with only a minimum of effort by the operator.
This program is interactive, with the operator
providing (5n request the necessary information
as to the number of bars and so forth. The infor-
mation requested is quite simple and requires no
advance calculations. Error trapping routines
have been included to catch most operator errors
and prevent premature termination of the
program.
Completed charts can be stored as binary
files, and ether charts can be recalled from disk if
desired. The latter function is useful if you w^ant
to superimpose a bar chart on a line graph or other
illustration previously prepared.
Designing The Chart
The program will draw up to 30 bars in its present
form. A larger number of bars can be accom-
modated by changing the dimension statements
at the beginning of the program. However, the
limitations of the Apple hi-res screen would
cause the bars on even a 30-bar chart to be rather
narrow.
In order to provide variety, several types of
bar charts can be prepared by the program. The
bars can be all positive, as shown in Charts 1 and
4, or they can be both positive and negative, as
shown in Charts 2 and 3. The bars can be vertical,
as shown in Charts 1 and 2, or horizontal, as
shown in Charts 3 and 4. The bars can be contigu-
ous, as shiawn in Chart 1; or spaces can be inserted
between them, as shown in Chart 2. The number
of spaces, if any, to be inserted between bars is
determined by the operator at runtime.
Generally, it is better to use vertical bars if
there are many bars. Horizontal bars are best if
the bars need to be long, especially if there are
not many of them. Of course esthetics may also
be a factor in selecting between them. The mini-
mum vakie on the bars need not be zero if all bars
are positive. If negative bars are included, the
2i8 COMPtTTS! April 1983
chart is centered at zero in order to avoid mis-
leading comparisons.
This program does not provide any means
for lettering the charts. The charts shown here
were lettered with a VersaWriter digitizer board
and the associated software. I sometimes use the
Higher Text Plus software from Call-A.P.P.L.E. for
the lettering, and there are several other software
packages that can serve the same purpose.
Printing Options
I print the charts on either my Epson MX-80 dot
matrix printer or my NEC Spinwriter letter-quality
printer. Chart 1 was printed on the Epson, and
Chart 2 was printed on the Spinwriter.
I use the Grafpak screen-dump package from
Smartware to print charts on the Epson, and the
Spinwriter Graphics dump program from Com-
puter Station on the NEC. Both have been highly
satisfactory, but several other publishers have
similar software. Computer Station's software
will not work with the serial port of the Mountain
Computer CPS MultiFunction Board. The menu
says it will work only with the Apple Serial Board,
the Apple Communications Card and the Califor-
nia Computer Serial Card. However, I have found
that it will also work with the serial port of my
SSM AIO card, provided I choose the Apple
Communications Card option from the menu.
Figure 1.
2
100a"
900
r.
800
700
-*
600
2
^
n
500
LlJ
Q
400
z
>
1 — 1
~y
'I
1—1
n
360
0
I
_J
<x
>
z
m
0
k-H
\-
q:
D
<i
ji.
(£
200
OL
1-
~l
■z.
an
u
■jL
D
U
D
0
IJ
-)
tu
iic
LU
D
QL
I
100
0
U
Hi
D
X
-<
>
n
H
DQ
(f!-
t-
z
if)
til
(^
0
y ' —
CHART
1
SAL
.ES IN GAL
LONS
-Jp. ".mFI
Figure 2.
lee
4e-
2e
a
4«:
6e
60
lee
CHART 2-L0HE8T TEnPERATURE-HONTHLY
Figure 3.
[ [ — ft n J J ft s 0 H
LOSS
I i I 1 i_j I I I >
1981
198 0
1979
PROFIT
197
19;
1976
J I I I i_
ffl O S ® O O Q © 'X> G' G' Si S' C' © © S O © Sn
Gi ij-i CO N ^i) y^i * K' 'M -H tH w n"j Tt u:i i-i) r-- o? lt,q
^ CHART 3 PROFIT-MILLIONS OF $ ^
Figure 4.
t-
LlJ
BULLDOZERS
DITCHERS
TRAILERS
TRACTORS
140
150
160
170
ISO
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
380
390
IF Y» = "N" THEN 130
IF Y» < > "Y" AND Y» < > "
N" THEN 80
INPUT "INPJ'' F II -.NAME ";P*
PRINT D»;"BLnAD''sP»
PRINT "DO YOU WANT HDRIZONTA
L OR VERTICAL BARS?<H/V) "
INPUT H*
IF H* < > "H" AND H* < > "
V" THEN 130
INPUT "WILL THERE BE NEGATIV
E BARS?(Y/N) "sNB*
IF H» = "V" AND NB* = "N" THEN
210
IF H» = "V" AND NB* = "Y" THEN
940
IF NB* < > "N" AND NB* < >
"Y" THEN 160
60T0 1150
IF NB* = "Y" THEN 270
XY* = "Y"
HPLOT <X + L) ,Y
HPLOT TO X,Y
HPLOT TO X, <Y - H)
GOTO 310
HPLOT <X + L),(Y - (H / 2>)
HPLOT TO X, (Y - (H / 2))
HPLOT X,Y
HPLOT TO X, (Y - H)
INPUT "NUMBER OF BARS ON X A
XIS? ";N2
INPUT "NUMBER OF SPACES BETW
EEN BARS? "iSP
IF NB* = "Y" THEN 350
INPUT "NUMBER OF DIVISIONS 0
N Y AXIS? "sNl
IF NB* = "Y" THEN Z3 = 2
IF NB* = "Y" THEN Z3 = 2
IF NB* = "N" THEN Z3 = 1
Yl = H / (Z3 » Nl>
XI = (L - 6 - (SP » N2) ) / N2
TRUCKS
CAR!
0 10 20 30 4 0 5fi 66 70 Q& '-iQ
CHART 4
10 DIM YV(30),YP(30),YQ(30)
20 DIM XP<30),XQ(30)
30 HCOLOR= 7
40 D* = CHR* (4)!F9 = 0
50 HGR
60 X = 29iY = 130
70 H = 130jL = 250
80 INPUT "WANT TO RECALL PICTURE
FROM DISK?<Y/N) "jY*
400 Y2 = Y:X2 = X
410 IF NB* = "Y" THEN Z6 = (Nl »
2)
IF NB* = "N" THEN Z6 = Nl
IF NB* = "N" THEN 460
HPLOT X,Y
HPLOT TO (X + 3>,Y
420
430
440
450
460
FOR I = 1 TO Z6
470 Y2 = Y2 - Yl
480 IF NB* = "N" THEN 500
490 IF I * Nl THEN 550
500 IF Y2 < 0 THEN Y2 = 0
510 HPLOT X,Y2
520 HPLOT TO (X + 3),Y2
530 XP(l) = X + 6
540 XQ(1) = XP(l) + XI
ApnM983 COMPVnT! 2-19
550
560
570
580
590
600
610
620
630
640
650
660
670
680
690
700
710
720
730
740
750
760
770
780
790
800
810
820
830
840
850
860
870
880
890
900
910
920
930
940
ne:xt I
F(JR I = 2 TO N2
XP'[I> = XQ(I - 1) + SP
XQa> = XP(I) + XI
ir XQ(I) > 279 THEN XQCI) =
279
X2 = X2 + XI + SP
NEIXT I
INPUT "MAXIMUM VALUE SHOWN 0
N Y AXIS? "iY3
IF" NB» = "Y" THEN 660
INPUT "MINIMUM VALUE SHOWN 0
N Y AXIS? "iY4
IF" Y3 < = Y4 THEN BOSUB 16
30 I GOTO 620
F[)R I = 1 TO N2
PFiINT "INPUT THE Y-VALUE FOR
BAR NUMBER "jl
INPUT YV(I)
IF YV<I) > Y3 THEN GOSUB 97
0:; GOTO 670
IF Y4 > O AND YV<I> < Y4 THEN
CJOSUB 10301 GOTO 670
IF Y4 = 0 AND ABS (YV(I)) >
Y;S THEN GOSUB 1090i GOTO 67
0
IF NB« = "Y" THEN Z7 = H / 2
IF NB* = "N" THEN Z7 =» H
YQ = ((YV(I) - Y4) / (Y3 - Y4
) ) » Z7
IF NB« = "N" THEN 780
HF'LOT XP(I>, <Y - (H / 2y )
SOTO 790
HF>LOT XP<I),Y
IF NB» » "Y" THEN Z8 « H / 2
IF NB« « "N" THEN Z8 =» 0
HF'LOT TO XP(I),(Y - YQ - Z8
)
HF>LOT TO XQ(I),(Y ~ YQ - Z8
>
IF NB* = "N" THEN 860
HF>LOT TO XQ<I),<Y - (H / 2»
)
GOTO 870
HF»LOT TO XQ ( I ) , Y
NEXT I
I»4PUT "Wfr^fJT TO SAVE PICTURE
TO DISK?<Y/N> "jv*
If: Y* = "N THEr; END
IF Y« < > "Y' THEN 880
INPUT "INPUT FILENAME ";X*
PRINT D»i"BSAVE "jX»s",A8192
, LSI 92"
GOTO 1650
INPUT "NUMBER OF DIVISIONS 0
N THE POSITIVE Y AXIS? "|N1
950
960
970
980
990
1000
lOlO
1020
1030
1040
1050
1060
1070
1080
1090
Y4 = O
GOTO 210
PRINT "INPUT VALUE EXCEEDS M
AXIMUM VALUE ON "jXY*;" AXIS
. WANT TO INPUT NEW VALUE <N
) OR TERMINATE <T)?"
INPUT T»
IF T* = "N" THEN 1020
IF T* = "T" THEN END
GOTO 970
RETURN
PRINT "INPUT VALUE IS LESS
THAN MINIMUM "jXY*;" VALUE.
WANT TO INPUT NEW VALUE (N>
OR TERMINATE (T)?"
INPUT T»
IF T* = "N" THEN 1080
IF T« = "T" THEN END
GOTO 1030
RETURN
PRINT "INPUT NEGATIVE VALUE
WILL PLOT OFF CHART. WANT T
0 INPUT NEW VALUE <N) OR TEM
INATE (T)?"
100 INPUT T*
110 IF T» = "N" THEN 1140
120 IF T» = "T" THEN END
130 GOTO 1090
140 RETURN
150 INPUT "HOW MANY BARS ON THE
Y AXIS?"iYB
160 INPUT "HOW MANY SPACES BETW
EEN BARS?"5NS
170 XY* = "Y"
180 IF NB* = "Y" THEN 1210
190 INPUT "HOW MANY DIVISIONS 0
N X AXIS?"sXD
200 GOTO 1230
210 INPUT "HOW MANY DIVISIONS 0
N POSITIVE X AXIS?";XD
220 XD = XD » 2
230 HPLOT (X + L),Y
240 HPLOT TO X,Y
250 IF NB* = "N" THEN HPLOT TO
260
270
280
290
300
310
320
330
X, <Y - H)
IF NB*
^ "
Y" THEN
+ <L /
2))
,Y! HPLOT
(L / 2>)
,<Y
- H)
HPLOT >
,Y:
HPLOT T
3)
Z = X
FOR I =
= 1
TO XD
Z = Z +
(L
/ XD)
IF I =
XD
AND NB* =
1340
IF I =
(XD
/ 2) AND
Y" THEN
1340
HPLOT 2
:,Ys
HPLOT T
3)
HPLOT (X
TO (X +
X, (Y -
"Y" THEN
NB* =
Z, <Y -
250 COMPUTB Apnl«83
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
1440
1450
1460
1470
1480
1490
1500
1510
1520
1530
1540
1550
1560
1570
1580
1590
1600
1610
1620
1630
1640
1650
NEXT I
HPLOT <X + L),Ys HPLOT TO
(X + L), (Y - 3)
ZQ = H - <NS * YB)
THEN 1420
MAXIMUM VALUE
IF NB* = "Y"
INPUT "INPUT
ON X AXIS"; MX
INPUT "INPUT MINIMUM VALUE
ON X AXIS"iLX
IF MX < = LX THEN BOSUB 1
630: GOTO 1380
SOTO 1430
INPUT "INPUT
ON POSITIVE X
ZZ = ZQ / YB
YP(1) " Y - 6
YQ(1) = Y - 6 - ZZ
FOR I » 2 TO YB
YP<I> = YD (I - 1) -
YQ<I) = YPd) - ZZ
IF YQ(I> < 0 THEN YQ<I) = O
MAXIMUM VALUE
AXIS";MX
NS
NEXT I
IF NB* = "Y" THEN ZV = X +
(L / 2>!ZY = L / 2
IF NB* = "N" THEN ZV = XsZY
= L
FOR I = 1 TO YB
PRINT "INPUT X VALUE FOR BA
R NO. "}1
INPUT BI
IF BI > MX THEN BOSUB 970;
BOTO 1540
IF NB* = "N" AND BI < LX THEN
BOSUB 10308 GOTO 1540
IF NB* = "Y" AND ABS (BI) >
MX THEN
40
ZW = ZV +
LX)) * ZY
HPLOT ZV
GOSUB 10901 BOTO 15
<(BI - LX) / (MX -
YP(I>
HPLOT TO Z
W,YP(I)i HPLOT TO ZW,YQ(I):
HPLOT TO ZV,YQ(I)
NEXT I
GOTO 880
PRINT "MINIMUM VALUE IS EQU
AL TO OR GREATER THAN MAXIMU
M. PLEASE TRY AGAIN. "
RETURN
END €
COMPUTE!
The Resource,
VIC - ATARI - APPLE - SINCLAIR
JOIN THE USER'S NETWORK
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Order Line
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In NC 919-275-9809
SECUR-A
THE SECURITY
PROTECTION
FOR YOUR FILE DISKETTES
SECUR-A-TEXT is a high level security
program designed to protect any text file
from being loaded into your computer. A
32-digit number sequence must be entered
into your computer before your text file can
be viewed on your screen.
Available for Apple Il/II Plus® (3.3 DOS)
Retail $49.95
Check your local dealer or send check or M.O. with S2.00 postage
and handling. California residents add 6Vj% sales tax,
T & F SOFTWARE COMPANY
A Talcove Si Familian Company
10902 Riverside Drive • North Hollywood, CA 91602
(213) 501-5845
Copyright ■£ 1982 Megagem • For sale In U.S. only
Apple is a registered trademark of Apple Computers Inc.
ApcilW63 COMPOTE! 251
Major & Minor:
VIC Music Theory
M^ J. Winter
You can learn some of the essentials of musicianship on
your VIC while it coaches you on keys, signatures, and
scales. This program can serve as a model for writing
other computer-assisted-education routines for the VIC.
It also illustrates a nice memory-saving technique: the
computer displays the instructions and then removes
them from the program after they are no longer needed.
"This piece has six sharps. What key is that?"
"Whnt's the key signature for B minor?"
Questions like these are asked of every music
student. P4usic teachers feel that the answers
should be almost automatic not hopeful guesses
or the result of lengthy calculations.
Major and minor keys is a "natural" topic for
computer-assisted instruction. In order to identify
a key, the signature must be seen and the scale
heard. (W ith practice, hearing the scale may be
enough.) The program "Major and Minor Scales
and Keys" combines instruction and practice on
musical keys with ear-training.
Until I saw the "Electric Eraser" technique by
Louis Sander {COMPUTE!, August 1982), the
instructions in my program were a separate pro-
gram by themselves. Now the rules for deter-
mining keys are given in lines 79-96. These lines
are erased before the arrays are dimensioned, so
be sure to SAVE the program before you RUN it.
The program fits in an unexpanded, 5K-VIC.
When typing in line 91, be sure to use the "?" for
each PRlfvIT; otherwise, it won't fit.
After reading the rules for determining major
and relative minor keys, the user sees a menu of
three options:
1. Study signatures - a review of randomly
selected keys
2. Give signature when told key
3. Tell key from scale and signature
In each option, ten examples are given, and
for every example a scale is played. Options 2 and
3 correct errors and keep a score. At the end of
the ten examples, the user may quit or return to
the menu. To see the beginning instructions again,
however,, it is necessary to reload the program. If
you quit the program, then wish to RUN it again
you must delete line 2.
252 COMPWll Ap(>n9S3
2 GOT079
3 GOSUB68:POKE36879, 31 ; DEFFNR(X)=INT(RND
(1)*X)+1:C=36876: VR=C+2 : D=C-1
4 DIM N%(25),MJ%(16,2),S?(13),N$(13,2),T
% ( 13 , 2 ) , SP% ( 7 ) , FP% ( 5 ) : E=C-2
5 Sn$="FCGDAEB":FL$ = "BEADG":D$="lHDMEl {l
1 down} "
6 SP$="£dOWN} l06 right] #[03 DOWN3#[04 UP
UP1#{03 DOWN}#E03 DOWN}#104 up3#{
04 DOWn}#"
7 FP$="{05 RIGHTH05 DOWN]z£03 UP3z{04 D
down1z{03 up]z{04 downTz"
8 SP%(1)=7:SP%C2)=11:SP%C3)=16:SP%C4)=20
:SP%(5)=24:SP%C6)=29:SP%C7)=33
9 FP%(1)=9:FP%{2)=13:FP%C3}=19:FP%C4)=24
:FP%(5)=29
10 FORI=lT025:READN%(l) :NEXT;B$="
II
11 DATA191, 195, 199, 201, 203, 207, 209, 2 12, 21
5,217,219,221,223,225
12 DATA227, 228, 230, 231, 232, 234, 235, 236, 23
7,238,239
1 3 FORI=lT01 6 : READMJ% ( I , 1 ) : NEXT : F0RI=1T01
6 : READMJ% ( I , 2 ) : NEXT
14 DATA0, 2, 4, 5, 7, 9, 11, 12, 12, 11, 9, 7, 5, 4, 2,
0,0,2,3,5,7,9,11,12,12,10,8,7,5,3
,2,0
15 F0RI=1T013;READS$(I),N$(I,1),T%(I,1),N
$(I,2),T%(I,2) :NEXT
17 DATANONE,C MAJOR, 2, A MINOR, 11,1 SHARP,
G MAJOR, 9, E MINOR, 6
18 DATA2 SHARPS, D MAJOR, 4, B MINOR, 1
19 DAT A3 SHARPS, A MAJOR, 11 ,F- SHARP MINOR,
8
20 DATA4 SHARPS, E MAJOR, 6 , C- SHARP MINOR, 3
21 DATA5 SHARPS, B MAJOR, 1 , G- SHARP MINOR, 1
0
2 2 DATA6 SHARPS , F- SHARP MAJ0R,8, D-SHARP M
IN0R,5
2 3 DATA? SHARPS , C-SHARP MAJOR, 3 , A-SHARP M
IN0R,12
2 5 DATAl FLAT,F MAJOR, 7, D MINOR, 4, 2 FLATS
, B-FLAT MAJOR, 12, G MINOR, 9
26 DATA3 FLATS, E-FLAT MAJOR, 5, C MINOR, 2
2 7 DATA4 FLATS, A- FLAT MAJOR, 10, F MINOR, 7
28 DATA5 FLATS, D-FLAT MAJOR, 3 , B-FLAT MINO
R,12
29 FORQ=1TO10:K=FNR(13) ;MD=FNR{2) : PRINT" {
clear} "Q : IFOP < > ITHENPRINTTAB( 16 ) "
lUP}SC"SC
30 IF0PO3THENPRINT" {red} {REV3kEY{OFF} I
BLU} ";N$(K,MD)
31 ifop<>2thenprint"£down1 Ired}{rev1signa
tureIoffIIblu} ";S${K)
32 PRINTTAB{11);!V=VAL(S$(K))
33 KS$=LEFT$(SH$,V):IFMID$(S$CK),3,1)="F"
VIC-20 / CBM 64
*The Accountant S29.95
<C/L. B/S. PSLI
'Accounts Receivable/Payable $21.95
'Tapeworm $12.95
(Keep track of vour records and tapesi
Sigma Stat $19.95
lA sophisticated statprog. for VIC + 8k)
Snakman $15.95
Uust like your favorite arcade game VIC only)
•Available for VIC & CBM 64
EMBASSY COMPUTER PRODUCTS
P.O. BOX 88, Little Neck, N.Y. 11363
Check or money order. No COD'S. N.Y. Residents add 8.25%
sales tax. Add. 31 .50 for postage and handling.
DEALER INQUIRIES INVITED — PR0CI7AMMERS WANTED
FOX 20:~The magazine for*VIC-20 users
-1982
FOX 20 will provide you. each month, with S or more reaOy-lo-
run programs on cassette - exciting, imaginative, game, edu-
cational, and utility programs (or most VIC memory configurations
In addition, you will receive Foxtales, an informative Video
Newsletter, on Side 2. Novice and pro alike, FOX 20 is the
magazine lor you. Be a sly little fox for only $53 a year -$6.50
single issue. Subscrltie to:
FOX 20: "
P.O. Box 507, Deer Park, Texas 77536, (7 1 3H73-6723
FOX 20 Is a division of:
Foxfire Systems, Inc.
3611 Newton. Pasadena, Texas 77503
To order: Send check (U.S. Funds), add 5%
Sales Tax for Texas residents, Canada and Overseas
S63, orders pre-paid. Dealer and author Inquiries
' ' 'VIC-SO is a tradema^ke of Commodore Business Machines. Inc.
STAR WITH A WINNER!
(M)agreeabie Software:
'Tax HELPER-. 1040
& Schedule A $19.95
•Lisi HELPER'" 19,95
Neison Software:
WordMrTE" ... 14.95
Letter MITE'- 14.95
Address MITE" 14.95
ListMirE™ 14.95
Net Worlh ,14.95
Invenlory Worth ,,, 14.95
Also:
'Accounts Payable 16.95
•Accounts Receivable 16.95
'Inventory . - 16.95
"Order/hvolce 16.95
"Suppliers - 14.95
"Customers _-- 14.95
"Payroll (Checks, etc.! 29.95
'Word Paucr - 19.95
*8K exp. required
ISBS catling only Sl.OO tl.DO lundling t:harge with ea. artlar
VISA & MASTER CHARGE ACCEPTEO DEALER INQUIRES WELCOME
' SOFTWARE
y Division ol PM Busiress Services
4400 Arden View Ct. . St, Paul, MN 55112 • (612)633-0891
\/IC-20 is a TM of Commodore Business Machines
"CARD/?"
(CARD/PRINT)
UNIVERSAL CENTRONICS
PARALLEL PRINTER
INTERFACE FOR THE VIC-20"^
Now you can use your VIC-20" with
an EPSON MX-80 printer, or an OKI-
DATA printer, or a TANDY printer, or
just aboul anybody's printer. And you
don't have to give up the use of your
user porl (MODEM), or change to
special printer commands, or load any
special software driver programs to do |
it-
• Outputs standard ASCII codes to \
the printer.
• Plugs in the VIC-20* printer serial
i/o port.
• Understands all standard VIC-20"
print commands.
• No modification to your VIC-20'.
• No special programs required.
• Includes all necessary cables to
hook up a standard printer using
Centronics parallel input.
• MADE IN THE U.S.A.
The ■'CARD/''" IS a produci ol CAHDCO
$79.95
TO ORDER
P O BOX 18765
WICHITA. KS 67218
(316) 634-4660
Personal checks accepted (MortwCaiil
(Allow 3*eeks) or [v— X y\
COD (Add S2 00)
Handling charges S2 OD
VIC-20" IS a registered trademark ol Commodore
PUT SOME MUSCLE
IN YOUR
VIC 20
16K RAM
EXPANSION
$69.90
8K RAM
EXPANSION
$47.70
•DIRECT FROM
MANUFACTURER
•HIGHEST QUALITY
•LOWEST PRICE
•90 DAY WARRANTY
HHCENTURy®
■ MICRO
7881 La Riviera Dr. Suite 131
Sacramento. CA 95626
Add $2 for shipping & t^andling
(Catilornia Residents add 6% sales tax]
DEALER INQUIRES WELCOME
VIC 20
3 Port and 6 Port
Expansion Buses
• Non-Corrosive Contacts
• Individualized Switches
• System Reset Button
PLEASE SHIP ME:
3 Port @39.95
6 Port @69.95
Tax
(Florida Re5idents/5% Sales Tax)
TOTAI
Name
Address
City Zip
SEND CHECK/MONEY ORDER TO:
DYTEK
P. O. Box 241
Pinellas Park, FL 33565
For COD, call (813) 384-1539
April wea coMPum 253
THENKS?=LEFT$ (FL$, VJ
34 IFK=1THENKS5="N0NE"
3 5 IFOP = J.THENPRINTKS$
36 IFOP=;:THENNP=3:GOSUB60
37 GOSUB!;0:IFMID?(s$(k),3,1) = "S"THEN PRIN
TD$,-LEFT$(SP?,SF%(V) + 2)
38 IFMID?: {S? (K) , 3 , 1 ) = "F"THENPRINTD$ jLEFT$
(FP$,FP%(V)+2)
39 GOSUB78: PRINT" [hoMe] "L.EFT$ (D? , 10 ) "{
red}press [rev}s{off1"
40 IFPEEf;(197)<>4lTHEN40
41 F0RJ=1T016:P0KEC,N%(T%(K,MD)+MJ% (J,MD)
) :P0KEVR,15 :GOSUB78
42 IFJ=8THENPOKEC,0:GOSUB78
4 3 NEXT : POKEC , 0 : POKEVR, 0 : G0SUB78 : lFOP=3TH
ENNP==3:GOSUB74
44 PRINT" {home) "LEFT$(D$, 10) "PRESS [BLU3{
rev}c{off}
45 ifpeek(197)<>34then45
46 nextqt print" {04 up}continue? ": print" {
DOWN]pRESS {rEV}y{off3 OR {REV)Nt
off} "
4 7 ifpeek (19 7 ) <> 1 1 andpeek { 1 97 ) < > 28then47
48 IFPEEf:Cl97)=28THENEND
49 RUN3
50- PRINTD?; ; PRINT" {BLU]"
51 PRINT"0@@@'M@g@@@@(3@@@@@@ia"
52 PRINT'J 'N
53 PRINT' +@@@Nf@@@@@@@@@e@@@@"
54 PRINT' I W'
55 PRINT' H-@NF^@@g@@@@@@@@lg@@@"
56 PRINT'Tg
5 7 PRlNT"+H@@@M(a@@@(a@@@§@@@@@"
58 PRINT'] M$$N
5 9 PRINT' -I3^@^%@@@@@(g@@@@@@@@" I RETURN
60 POKEl?i8, 0 : PRINT: PRINT" IBLU} SIGNATURE I
red) "iINPUTA?
61 IFA$=£I?(k)THENPRINT" RIGHT" :G0T064
6 2 NP=NP-1:IFNP=2THENPRINT" {UPI "B$ : PRINT"
{03 up) {BLU) "; :GOTO60
63 PRINT' {02 up) {BLK} "S$(K} "
64 I FS$Cf;) = "NONE "THENSC=SC+NP: RETURN
65 POKE1?'8,0:A? = "": PRINT" {BLU}WHICH? {
RED} ":INPUTA$
66 IFA?=p;S?THENPRINT" { DOWt-l} RIGHT " :SC=SC+N
P: RETURN
67 NP=NP-1 : PRINT" {up} {BLKl "KS$"{BLU} "B$ :G
0SUB78: RETURN
68 PRINT" {clear} SELECT ONE" ; PRINT" { DOWN} {
red) [REV}1{0FF} {BLU} STUDY SIGNAT
URES"
69 PRINT"{D0WN} {RED}{REV)2{oFF) {BLU} GIVE
SIGNATURE WHEN TOLD KEY"
70 PRINT"{DOWn) {red) {rEV}3{0FF} {bLU} TELL
KEY FROM SCALE & SIGNATURE"
71 print"{02 down}press { red} {rev} I {off} ~
{rev]2{off} {blu3 or{red) {rev}3{
off} ": print" { down) { BLU )Y0U'LL GET
10 EXAMPLES"
7 2 GET RP$:IFVAL(RP$)<10R VAL(rP$ ) >3THEN7
2
73 0P=VA]^(RP$): RETURN
74 POKE198,0:PRINT"{UP} {rEV}KEY{OFF} "B$:P
RINT"{UP}{04 right] "; :INPUTA?
75 IFA$=N$(K,MD)THENPRINT"{02 D0WN}RIGHT"
: SC=SC+NP : RETURN
76 NP=NP-1:IFNP=2THEN74
77 PRINT" {02 UP}{BLK3"N$(K,MD)"{rED)":G0S
UB78: RETURN
78 F0RKK-=1T049 9: NEXT: RETURN
79 A=PEEK(6l)+256*PEEK(62)+3:POKE2,INT(A/
256):POKEl,A-256*PEEK(2)
80 IFERTHENPOKEA-2 , 0 : PDKEA-1 , 0 : POKE45 , PEE
K ( 1 ) : POKE46 , PEEK C 2 ) : RUN3
81 POKE36879, 26: PRINT" {clear} {05 DOWN) "T A
B(4) "{blu}MAJOR and MINOR"
82 PRINTTAB(5) "{D0WN)sCALES & KEYS": PRINT
TAB(7)"{05 DOWN)pRESS {REV}s{0FF}
■ I
83 IFPEEK ( 197 )<>41THEN83
84 PRINT" {CLEAR)A SIGNATURE INDICATES" : PR
INT" {down} BOTH A MAJOR & MINOR":?
RINT" {down}key. "r
85 PRINT"THE minor IS" : PRINT" {DOWN} ALWAYS
A THIRD LOWER. {down} "
86 G0SUB51:PRINT"{rED} {D0Wn)C MAJOR/a MIN
OR": PRINT" {02 DOWN} {BLU ) PRESS {
RED}{rev}c{OFF)"; :PRINT"{08 UP)q{
left) {02 UP}W"
87 IFPEEK{197)<>34THEN87
88 PRINT" {BLU) {CLEAR) " : G0SUB51 :PRINTTAB(6
) "{red) {05 UP)Z{02 right) {03 DOWN
DOWN)w{02 D0WNT{ left }q": PRINT" {DO
down)f major/d minor{down]"
89 PRINT" {BLU}PRESS { RED} {rEV]D {UP) " : IFPE
EK(197)<>18THEN89
90 PRINT" { BLK ) FOR 2 OR MORE FLATS" : PRINT"
{D0WN}tHE major KEYNOTE IS": PRINT
"{down} THE NEXT-TO-LAST FLAT { BLU )
LI
91 PRINT" {02 D0WN)PRESS {REV)b{0FF} " : PRIN
T"{hOME} {rED}"TAB(7)"{03 DOWN)z{0
2 down) {rIGHT)w{LEFt) {02 DOWN)q{
down) {left} {02 down} {left] ":PRI
nt"{down)b-flat major/g minor"
92 ifpeek(197)<>35then92
9 3 print" { blu ) {clearj " :g0sub51 : print" {
home) {down) "TABC6) "#{03 D0WN}#{
red) {right} {up}w{02 down) {left]q"
: PRINT" {04 DOWnTd MAJOR/B MINOR"^
94 PRINT" {02 DOWN} {BLU )L00K ABOVE AND BEL
OW": PRINT" {down} THE LAST SHARP" :P
RINT" {02 D0WN)PRESS {REV)x"
95 IFPEEK(197)<>26THEN95
96 ER=1:G0T079 (Q
Use the handy
reader service cards
in the back ot the
magazine tor
information on
products advertised in
COMPUTE!
25^ COMPUni April 19B3
Atari Digitizer
Robert E- Miller
Much computerized mathematical and graphics ivork
requires the entry of many DATA statements. One
way around this is with a peripheral called a digitizer
with which you "draw" on an electronic sketchpad. The
program below, however, is quite easy to use, achieves
the desired result, and requires only the TV screoi ami
the joysticks.
When you are writing graphics display programs,
or are performing mathematical computations
involving curves not describable in closed form,
you must frequently input coordinates as data
lines. This task may involve measuring coordi-
nates from a scale drawing and then entering
the coordinates from the keyboard. This tedious
and time-consuming effort can be circumvented
by employing digitizing equipment, but such
equipment is too expensive for many home
applications.
However, by combining the "Fluid Brush"
program by Al Baker (COMPUTE!, January 1981)
with the line generation/deletion techniques cie-
scribed by Bruce Frumker (COMPUTE!, August
1981), I developed an inexpensive but practical
digitizer employing the screen and the joysticks.
Basically, this program allows you to store
the coordinates of selected points around a pattern
taped to the screen, simply by moving the cursor
to each desired point with the joystick and pres-
sing the trigger. The coordinates are stored in two
arrays, X(I) and Y(I). Alternatively, you can make
a free-hand drawing on the screen with the joy-
stick, and digitize selected points during the draw-
ing or return to the points after the drawing is
completed.
FOR THE UNEXPAIMDED VIC-20
THERE'S TERROR IN THE STRELTS.
MANHATTAN IS UNDER ATTACK. YOl!'RK THE ENEMY. OONT II
Huppltc^ on CjutiH-Llv witK full invLnirtianH far Lhi' HlHndiirfl T199/4A.
April 1983 COMPUrei 256
As you can see in the Menu portion of the
program (line 11000), various operations can be
accomplished once the X(I), Y(I) arrays are formed.
Using The Menu
1. Enables the digitizing mode. Color treatment
for drawing is the same as in "Fluid Brush." When
the cursor is at a point (I) to be digitized, STRIG
(1) is pressed, and X(l), Y(I) values are stored and
also displayed as a check. (Note that a velocity for
the cursor can be input, with "1" being needed
employing this subroutine because some cir-
cumstances can lead to lockup, which requires
turning off the power.) It's best to let this sub-
routine run to completion also.
7. Causes a selected number of values in the data
lines to be plotted.
Obvious program extensions are: storing
color data as a third point-variable, using an option
key to specify that the color is to match the back-
ground so that breaks in drawings can be accom-
modated, and digitizing automatically at selected
time or distance intervals.
... you can make a
free-hand drawing on the
•screen with the joystick,
and digitize selected points
during the drawing.
for close control and erasing capability. Pressing
the trigger button on joystick 2 erases or speeds
up cursor movement.) The program is set up to
handle 200 points. This number can be altered by
changing :he dimensions of X(I), Y(l).
At the graphics selection prompt, only
Graphics 7 can be accommodated unless more
than 16K of RAM is available. If 32K RAM is avail-
able, digitizing (and plotting) can be done in
modes 7 and 8. If data stored in Graphics 8 is to
be plotted directly in Graphics 7, stay within the
field outlined in the upper left quadrant of the
display during coordinate storing.
Use BREAK, RUN, RETURN to return to
MENU.
2. Produces a listing of array values, X(I), Y(I).
After BREAK, altered values can be entered from
the keyboard with "X(N) = 20, etc." if negative
values, for example, have been stored.
3. Causes a selected number of values in the arrays
to be plotted for viewing. (Note ability to scale
size and to shift location.)
4. Automatically writes data lines containing the
coordinates in the current arrays. These lines can
be transferred to cassette, for example, for use in
other programs with the LIST "C" starting line
number, ending line number command. Zeros
are inserted where no coordinates are input. (It's
best to allow this subroutine to run to completion.)
A sample figure is included in data lines 20000,
20001, 20002. The remaining data lines may be
omitted when typing in the program.
5. Clears the arrays for a new problem.
6. Automatically clears data lines. (Be sure that
the program is correct, or at least saved, before
256 COMMITR April 1983
4 REM ATARI DIGITIZER
6 DIM X (201 } , Y<201) ,P*<1) ,Q*(3) , T*(3)
8 GOSUB llOOO
10 P«=" , ■*
15 GRAPHICS 0
20 ?
"INPUT VELOCITY OF DOT": INPUT V
60 GOSUB lOOO
150 1
COLOR 4: PLOT X,Y
160 !
5=100»STRIG( 1 )
170 1
FOR 1=1 TO SiNEXT I
ISO 1
COLOR R:PLOT X.Y
200
IF S=0 THEN COLOR 4:PL0T X.YzCOLO
1
R R
250 ,
J=STICK <0>
260
V=V*YD(J>+Y
270
X=V«XD (J) +X
272
? X, Y
273
IF STRIG(0)=0 THEN CTR=CTR+1
274
IF STRIGC0)=0 THEN X ( CTR > = X : Y C CTR
) =Y; ? "X ?■■ ;CTR ;")="; X (CTR) , "Y C "; C
TR; ■■)="; Y <CTR)
276
IF STRIGtO)=0 THEN GOSUB 5500
280
TRAP 3000
290 1
DRAWTD X.Y
300
IF PEEK<764) 0255 THEN GOSUB 4000
310 1
GOTO ISO
lOOO
? "GRAPHICS 7 OR 87": INPUT 6
1004
COLOR 1
IOCS
GRAPHICS G
1007
PLOT 0,0:DRAWTO 159,OiDRAWTO 159
,7a:DRAWTO 0,7a:DRAWTa 0,0
lOlO
X = 90
1020
Y = 4a
1030
C=0:L=10:R=1
1060
SETCOLQR R-1,C,L
1070
COLOR 1
loao
PLOT X,Y
1090
OPEN #1 ,4,0, "K: "
1 100
DIM XD ( 15) , YDC 15)
1 105
RESTORE
1 1 lO
FOR 1=1 TO 15
1 120
READ N:XD<I)=N
1121
NEXT I
1 122
FOR 1=1 TO 15
1 130
READ N;YD(I)=N
1 140
NEXT I
1 150
RETURN
2000
DATA O, O, O, O, . 707, . 707, 1 , 0, -. 707
, -. 707, -1,0,0,0,0
20 lO
DATA 0.0,0,0, .707,-.707,0,0, .707
, -. 707,0,0, 1 , -1 ,0
3000
Y=Y+ ( Y<0) -< Y>77)
3010
X=X+ ( X<0) - (X>159)
3020
GOTO 280
4000
GET #1,R
4010
IF (R<4V) + CR>51 ) THEN 4OO0
4020
R=R-4a
4030
4040
4 050
4060
4070
40S0
5000
5002
5004
50 lO
5012
5020
5022
5030
5040
5050
5060
5500
55 10
6O00
6050
SPACES><:4 LEFT}
TO 500:NEXT WAIT
TO 500:NEXT
(CTR) , CTR
TO 500:NEXT
WAIT
WAIT
SOhO
6070
6oao
7000
7001
7002
7004
70O6
7008
7010
7020
7025
7060
7100
7150
7200
7400
7600
8000
8002
B004
S006
aooB
8010
S0 2 0
9000
9002
9004
7006
9008
10000
10002
10004
10006
1 1000
1 1005
11006
1 1008
1 lOlO
11013
1 1015
11018
1 1020
1 1023
COLOR R
POKE 656,2
PRINT "CDL0R<:4
INPUT C
SETCQLOR R-1,C,L
RETURN
CTR=CTR+1
? CRT
FOR WAIT=0
X (CTR) =X
? X<CTR)
Y (CTR> =Y
? Y <CTR)
FDR WAIT=0
7 X (CTR) , Y
FDR WAIT=0
RETURN
FOR WAIT=0 TO 150:NEXT WAIT
RETURN
FOR 1 = 1 TO 201:REri TO LIST X<I),
Yd)
? " X ( " : I ; ■■ > = •• ; X < I ) , " Y ( " ; I ; " ) = " ; Y
( I )
NEXT I
FOR WAIT=0 TO 500:NEXT WAIT
RETURN
GRAPHICS 0:REM TO PLOT X(I),Y(I)
? "GRAPHICS 7 OR 87": INPUT 6
GRAPHICS B
? " INPUT SCALE FACTOR" ; INPUT SC
F
? "INPUT AXIS SHIFT CONSTANTS": I
NPUT AX, AY
7 "NUMBER OF POINTS TO PLOT?": IN
PUT NBR
COLOR 1
PLOT SCF*X < 1 ) +AX , SCF»Y ( 1 ) -t-AV
FOR 1=1 TO NBR
X=SCF*X ( I ) +AX: Y=SCF«Y ( I ) +AY
DRAWTO X,Y
NEXT I
? "ANOTHER PLOT?": INPUT Q»
IF Q*="Y" THEN 7000
RETURN
REM TO STORE X(I),Y<I) IN DATA L
INES
LN=20000
FDR J=l TO 200 STEP 3
GQSUB 30001
LN=LN+1
NEXT J
RETURN
REM TO CLEAR X(I),Y(I) ARRAYS
FOR K=l TO 201
X (K)=0: Y (K> =0
NEXT K
RETURN
REM TO DELETE DATA LINES
STLIN=20000: ENLINE=2 0067
GDSUB 30020
RETURN
REM MENU
GRAPHICS O
? "{3 SPACES}**** DIGITIZING AN
D PLOTTING ««**"
? ;?
? "(1> DIGITIZE/DRAW<KEYS 1,2,3
FOR COLOR CHANGE. USE ATARI CO
LDRS"
7 " <2) LIST X ( I ) , Y ( I > "
7
? " (3) PLOT X < I ) , Y (I ) "
11025 ? "(4) STORE X(I),Y<I) IN DATA
LINES FOR TRANSFER TO TAPE"
11028 ?
11030 ? "(5) CLEAR X(I},Y<I> ARRAYS"
11033 ?
11035 ? "(6) CLEAR OUT DATA LINES"
11038 ?
11040 ? "(7) PLOT X.Y FROM DATA LINES
1 1045
1 1050
1 1055
15000
15001
15002
15004
15006
15008
15010
15012
15013
15014
15020
15022
15025
15030
15060
15100
15150
15200
15400
15600
20000
20001
20002
20003
20004
20OO5
20006
20007
20008
20009
20010
2001 1
20012
20013
20014
20015
20016
20017
20018
20019
20020
20021
20022
20023
20024
20025
20026
20027
20028
20029
20030
20031
20032
20033
20034
20035
INPUT SEL
ON SEL EOSUB 1 5 , 6000 , 7000 , SOOO,
9000, lOOOO, 15000
GOTO 11000
GRAPHICS 0:REM TO PLOT X,Y USIN
G DATA LINES
7 "GRAPHICS 7 OR 8?": INPUT B
GRAPHICS 6
? " INPUT SCALE FACTOR" ; INPUT S
CF
? "INPUT AXIS SHIFT CONSTANTS";
INPUT AX, AY
? "NUMBER OF POINTS TO PLOT?": I
NPUT NBR
COLOR 1
RESTORE 20000
TRAP 15000
READ X,Y
PLOT SCF«X+AX ,SCF*Y+AY
RESTORE 20000
FOR 1=1 TO NBR
READ X,Y
X=SCF«X+AX: Y=SCF*Y+AY
DRAWTO X , Y
NEXT I
? "ANOTHER PLOT?": INPUT Q«
IF Q*="Y" THEN 15000
RETURN
DATA 90,48,69,48,69,30
DATA 90,30,90,48,69.153,30.153
DATA 89.153,30.153,68.478,47.82
8, 0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0
DATA 0,0,0,0
DATA 0,0,0,0
DATA 0,0,0,0
DATA 0,0,0,0
DATA 0,O,O,O
DATA 0,0
DATA 0,0,0,0,0
DATA 0,0,0,0
DATA 0,0, 0,0
DATA 0,0,0,0
DATA 0,0,0,0
0,0,0
0
0
0
0
0
0,0,0
o
o
o
o
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
DATA 0,0,0,0,0
O
O
O
O
O
o
o
0
0
0
0
o
0
o
o
o
o
o
o
o
o
o
o
0
0
o
o
0
0
o
o
o
o
/Vinl19B3 COMPUTEI 257
2003i
Di^TA
0,0,0,0,0,0
30003
? CHR« (125)
20037
DATA
0,0,0,0,0,0
30005
? "{D0WN3";LN; "DATA"; X ( J> ;P«;y {
20038
DATA
0,0,0,0,0,0
J);P*;X(J+l);P*;YCJ+l);P«;X<J+2
20039
DATA
0,0,0,0,0,0
) :P«; V ( J+2)
20040
DATA
0,0,0,0,0,0
30007
? : ? : 7 : 7
2004 1
DATA
0,0,0,0,0,0
30009
7 "CONT"
20042
DATA
0,0,0,0,0,0
30010
7 : 7 : 7
20043
DftTA
0,0,0,0,0,0
30013
POSITION 0,0
20044
DATA
0,0,0,0,0,0
30015
POKE 842, 13: STOP
20045
DATA
0,0,0,0,0,0
30017
POKE 842,12
20046
DATA
o, o,o, O, 0, 0
30019
RETURN
20047
DATA
0,0,0,0,0,0
30020
REM AUTO LINE DELETION
2004B
DATA
0,0,0,0,0,0
30022
IF STLIN>=300O0 THEN 30000
20049
DATA
0,0,0,0,0,0
30024
IF ENLINE>=30000 THEN 300OO
20050
DATA
0,0,0,0,0,0
30026
REM
20051
DATA
0,0,0,0,0,0
30028
FOR ERASE=STLIN TO ENLINE STEP
20052
DATA
0,0,0,0,0,0
1
20053
DATA
0,0,0,0,0.0
30030
? CHR«(125)
20054
DATA
0,0,0,0,0,0
30032
7 " tDOWNl" ; ERASE
20055
DATA
0,0,0,0,0,0
30034
7 :7 :7 "CONT"
20056
DATA
0,0,0,0,0,0
30036
POSITION 0,0
20057
DATA
0,0,0,0,0,0
30038
POKE 842. 13: STOP
20058
DATA
0,0,0,0,0,0
30040
POKE 842.12
20059
DATA
0,0,0,0,0,0
30042
NEXT ERASE
20060
DATA
0,0,0,0,0,0
30044
GRAPHICS O
200il
DATA
0 , 0 , 0 , C> , 0 , 0
30052
RETURN
20062
DATA
0,0,0,0,0,0
30060
REM LISTS NAMES OF ALL VARIABLE
20063
DATA
0,0,0,0,0,0
S USED
20064
DATA
0,0,0,0,0,0
30062
I=0:FOR J=PEEK ( 130) +256*PEEK < 13
20065
DATA
0,0,0,0,0,0
1) TO PEEK ( 132) +256*PEEK ( 133) -1
20066
DATA
0,0,0,0,0,0
30064
IF PEEK<J)<128 THEN PRINT CNR* (
30000
REM AUTO LINE 6EN=3000 1 , DELET I D
PEEK (J) > ; : BOTO 30068
N=30020, VARIABLE LIST=30060
30066
PRINT CHRt (PEEK ( J) -128) : I^I+l
30001
REM AUTO DATA LINE GENERATION
3006S
NEXT JjPRINT :PRINT I;" VARIABL
30002
P«=",
■'
ES IN USE":STOP ©
' yiftv
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components. Oak veneer.
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/ 1 779 East Florida •, Hemet, CA 9234:
25a COMPlHtl April 1983
EXTRAPOLATIONS
Keith Falkner
Load Commodore
BASIC Topes Into Apple II
This niouth's coluimi includes an exlrciordlnnn/ pro^rmu Top© Only
which will let Apple users load PET/CBM programs
directly off tape into the Apple. This opens up a
world of new softzvare. The column is also of interest to
Commodore users because it includes numerous expla-
nations of the differences between the two computers'
BASICS and software.
Between microcomputers, compatibility is rare.
COMPUTE! sets a good example by publishing
BASIC listings of programs for several different
machines. But why not go further and teach one
computer to load programs which already exist in
a different computer? This approach instantly
gives access to some of the other computer's soft-
ware base. Two years ago 1 wrote a program to
load PET BASIC programs into the Apple, and
made it available to readers of COMPUTE!. Now
there are new computers from Commodore, so
it's time to replace that program with one which
can read any Commodore BASIC tape. Commo-
dore seems to be retaining the current tape format,
so this program may stay current.
Briefly, here is how to use it. The Commodore
BASIC Tape Loader appears to be an Applesoft
program, and can be loaded, saved, and run as
an Applesoft program, although it is written en-
tirely in Assembly Language. When run, it prints
simple instructions and messages in English. It
loads a Commodore BASIC program from tape
into memory, and converts most of it into
Applesoft. Then it ends, and you can do what
you wish with the loaded program. You will likely
choose to save it to disk, with the hope of com-
pleting the conversion at your leisure. In any case,
the Commodore Loader will not again be needed
for that program. The Commodore Loader can be
rerun without being reloaded.
The Commodore Loader handles tape input only,
because Commodore disk formats are very com-
plex, and some of them are beyond the ability of
an Apple Disk 11 to read. If you have disks of
Commodore programs to convert, use a disk-to-
tape program on the Commodore computer to
copy many programs to one cassette; tape posi-
tioning is not critical.
You can even use the Commodore Loader if
there isn't a tape drive or a cassette in sight. Just
wire the cassette output line of the Commodore
to the cassette input port of the Apple, ground
the "sense" line to indicate a recorder is present
and operating; then run the Commodore Loader,
and issue a SAVE instruction on the Commodore
machine. Honest, it works! And if you have a
Franklin Ace instead of an Apple, the Ace lacks
tape hardware and support for tape in the ROMs.
You can use pin four of your Ace game I/O socket,
after changing all references in the program from
$C060 (cassette input) to $C063 (switch three).
Some voltage amplification may be needed, but
the lack of tape I/O routines in the ROMs will not
matter.
What Can Go Wrong?
Three things can go wrong, all self-explanatory.
The program prints a sentence announcing the
error, then quits. "Tape is unreadable" means
that 128 or more bytes could not be read correctly
from tape. Each incorrect byte provoked a click
from the speaker, so you can hear this message
coming before it finally appears. "End-of-tape
was found" means that the computer which wrote
the tape put a "Type-5" label here to mark the
end of the recorded part of the tape. You are free
to rerun and try to load programs beyond that
label if you think any are there. "The program is
Aprin983 COMPini! 269
too big" means that the incoming Commodore
program will not fit between location 4096 ($1000)
and the current HIMEM. Perhaps you can adjust
HIMEM or MAXFILES if this occurs, and try
again.
The Commodore Loader does not quit if a
few (dozen) tape errors occur, because, first, there
is no program to recover a tape it can't read, and,
second, any bytes read incorrectly from tape are
stored as the Applesoft token for ERROR (BEEP),
and will actually cause the beep when you LIST
the loaded program. If you find what seems like
too many of these, consider adjusting the tape
volume; it should be high enough to irritate, but
not enough to hurt. In practice, even a solitary
error of this type is rare, because there are two
copies of the program on tape, and the Commo-
dore Loader uses the second copy, if necessary,
to correct bytes read erroneously from the first.
Incompatibilities
There are some fundamental differences between
Apple and Commodore computers, but fortu-
nately few programs exploit these differences.
Adventure programs and scientific calculations
need almost no changes. Business programs will
need their disk and printer I/O routines largely
rewritten. In general, a few changes will be needed
for screen formatting, but these are obvious and
will soon become routine. Here are specific areas
where differences between the computers will
necessitate changes in the programs.
1. No equivalent verb in the Apple.
OPEN, CLOSE, VERIFY, and CMD are com-
mands in Commodore BASIC, and are translated
to STOP. Machines with Version 4 BASIC have
many more I/O commands such as DOPEN, COL-
LECT, and CATALOG. These are all translated to
"UNDEF'D FUNCTION", and you will need to
decipher the programmer's intent to program the
equivalent for the Apple. Refer to Commodore's
fine manuals for descriptions of these commands.
2. Specific device reference.
Programs containing OPEN and CLOSE will
contain PRINT# and INPUT# commands, which
are simply translated to PR# and IN# respec-
tively, and will require substantial rework. The
devices, by number, are conventionally these:
# 0 Keyboard
#1 Cassette Recorder
#2 Serial I/O Port
#3 Screen
#4 Printer
#8 Disk Drive
The numbers above are hardware addresses,
and are the second numeric operand in the OPEN
statement (translated to STOP), so STOP 6,4,128
addressed the printer (address 4) and defined file
number 6 (the first operand of OPEN).
260 COMPUnf Ap[il1933
3. Reference to actual memory locations.
PEEK, POKE, CALL (SYS in Commodore
BASIC), WAIT, and USR refer to specific locations
in memory, and you will need more help than I
can offer here.
4. Keys to move the cursor.
Commodore computers have keys to control
the position, color, or action of the cursor. These
are translated as follows:
Two functional equivalents:
CURSOR-LEFT becomes BACKSPACE,
and appears as OR in the program.
CURSOR-DOWN becomes LINE-FEED,
and appears as PR# in the program.
(Odd as thev appear, these actually move the
cursor exactly as stated.)
One destructive approximation:
CURSOR-RIGHT becomes SPACE, which
obliterates what it should space past. This appears
as COLOR = in the program.
Seven nonfunctional comments:
These keys are translated into Applesoft tokens
selected to indicate what key was pressed by the
programmer: 'RVS' -> INVERSE, 'OFF' -> NOR-
MAL, 'HOME' -> HOME, 'CLR' -> CLEAR, 'CRSR
UP' -> VEIN, 'DEL' -> DEL, and 'INST' -> IN#.
When the program is listed, these are visible,
looking like genuine verbs, and it looks as if the
name of the key will be printed. For example,
100 PRINT "CLEAR"
110 INPUT " INVERSE INSTRUCTIONS NORMAL
";Z$
In fact, line 100 will neither clear the screen
nor print "CLEAR". It will merely print an equal
sign ( = ). Line 110 will print "INSTRUCTIONS",
and no trace will be seen of the INVERSE and
NORMAL commands shown in the Hsting. This
behavior can be perplexing, because, usually with
Applesoft, what you see is what you get. The
purpose of these translations is to disclose the
programmer's intent, so when you list the
program and discover:
300 INPUT " HOME PLAY INVERSE AGAIN
NORMAL " ; XS
substitute the equivalent Apple code, which in
this case is:
300 VTAB 1: PRINT "PLAY ";: INVERSE: PRINT
"AGAIN";: NORMAL: INPUT "? ';X$
For all those keys except INST and DEL, the
equivalent in Applesoft is easy to devise, but
simulating the Commodore computer's INSERT
and DELETE keys is extremely difficult, and
Apple's convoluted screen addressing makes this
task truly difficult. Fortunately, very few
Commodore BASIC programs print INSERT or
DELETE characters.
5. Printing of numbers is slightly different.
290X = 4;Y= -6
300 PRINT "X IS" ; X ; "Y JS" ; Y ; ","
Commodore BASIC: X IS 4 Y IS-6 .
The Apple prints: X IS4Y IS-6.
Commodore computers print a blank before
positive numbers, and a CURSOR-RIGHT after
all numbers; the Apple does neither. By the way,
all four semicolons (;) in line number 300 above
are optional in Apple and Commodore computers.
6. A side effect of TAB.
Commodore computers TAB over data al-
ready on the screen; the Apple wipes it out, so
substitute an HTAB verb for a TAB phrase if the
problem occurs.
CBM: 40 PRINT TAB(12) "XYZ"
Apple: 40 HTAB 12 : PRINT "XYZ"
7. Computations in Boolean arithmetic.
In the following lines,
400X = 11: Y = 6:Z = X > Y
410 PRINT Z : IF Z THEN 500
Z is -1 in Commodore BASIC, so line 410 will print
this result and go to 500. The Apple will set Z to
+ 1, and print this different result, then go to 500.
In the above example, the difference may not be
crucial, but it often can be. Commodore BASIC
does bit-by-bit evaluation of the operators OR
and AND, so in
700X = 11 :Y=:6:Z = X ANDY
Commodore BASIC sets Z = 2 because the bit pat-
tern of 11 is 0000 1011 and the bit pattern of 6 is
0000 0110, and these two patterns, ANDed, give
0000 0010, arithmetically 2. Apple, on the other
hand, merely sees that neither X nor Y is FALSE
(zero), calls the result TRUE, and sets Z equal to
1. This can be a very subtle pitfall.
8. Random numbers.
RND (0) gives a genuine random number
each time in Commodore BASIC, but in an Apple
it repeats the previous random number. Simply
replace the 0 with a 1.
9. The GET command.
Commodore BASIC'S GET does not wait for
a key to be struck, so the sequence
333 GET P$ : IF P$ =: "" THEN 333
is the customary way to wait for a key to be typed.
This same sequence is completely appropriate in
the Apple, because if the key struck is CTRL-Ca ,
then P$ will be the null string. Ignorance of this is
an obscure bug in some Applesoft programs.
When the program is testing for a key, but not
waiting when no key has been struck, a different
approach is needed. For example,
CBM; 60 GET A$ : IF A$ = "" THEN 100
Apple: 60 ON PEEK (-16384) < 128 GOTO 100 : GET
A$:IFA$=""THEN60
10. Graphics characters and lowercase.
Commodore computers can display lowercase
letters and many symbols which the Apple cannot,
and there are two display modes: Text and
Graphic. $C1 is "a" {old machine), "A" (any
other), or the symbol for the Spade suit (any PET).
The Loader looks for $CF, probably a lowercase
"o," in the program. If $CF is found, all letters
are translated to uppercase; if not, graphic symbols
are translated into a similar character the Apple
can produce.
11. Direct screen addressing.
In many computers, the video screen occupies
a part of memory, and a POKE to a storage location
in the screen memory will produce a character on
the screen. The relationship between memory
location and screen position in Commodore com-
puters is straightforward, but it is complex in the
Apple, hence not often used. Nevertheless, it is
worth mastering, because there are hordes of
programs which use this technique, and a lot of
them are attractive games.
The PET has 25 lines of 40 columns, and the
memory location of each byte of the screen can be
computed thus (the expression is not written in
BASIC):
LOCATION ~ 32768 + 40 * LINE -I- COLUMN
where the upper left corner is LINE 0, COLUMN 0.
The 80-column SuperPET and CBM com-
puters can use similar addressing to POKE data
onto the screen; just change the 40 to 80. The VIC-
20 has 23 lines of 22 columns each, but the address
of the screen depends on what expansion memory
units are installed. The Commodore 64 has again
25 lines of 40 columns, but this machine can decide
where in memory the screen is. The default ad-
dress is 1024 (same as Apple's), so change 32768
to 1024 and the formula shown above applies to
the 64 in its default state.
The Apple has 24 lines of 40 columns, and
the memory location of each byte can be calculated
by:
LOCATION = XL% ( LINE ) -I- COLUMN
where the array XL% has been initialized thus:
1000 DIM XL% (23) : FOR 1 = 0 TO 7 :
XL%(I) =1024 + 128*1:
XL%(I-H 8) =1064 + 128*1:
XL% (1 + 16) =1104 + 128 * I : NEXT
As before, the upper left corner is LINE 0,
COLUMN 0. In applying this tactic, take care not
to let COLUMN exceed 39, or you will cause de-
struction of some important values in memory.
For example, a POKE to valid LINE 23, and invalid
COLUMN 49, will likely cause loss of your BASIC
program.
April1983 COMPVni 261
12. Numeric keypad.
Programs which use screen-POKEs to move
pieces of a game around the screen use the keys
1-9 to indicate the direction of motion. This is
satisfactory on the PET, because these keys form
a square, with 7, 8, 9 above 4, 5, 6 above 1, 2, 3,
and it is natural that, if the 5-key means "stop,"
the 8-key means "up," and the 3-key means
"down and right." Apple's numeric keys do not
form a square, so some substitute must be devised.
None is immediately obvious, but perhaps the
parallelogram formed by R, T, Y above F, G, H
above V, B, N would serve, since the BELL on the
G-key can be easily remembered as being a home
position. Often the game can be improved by
substituting use of the game paddles or joystick.
This is where you can improve on the original
program.
13. Sound
Stock Commodore computers are silent or
have a rudimentary speaker. The various types of
computers have their own ways of making noise,
typically uith a trio of POKE commands to 59464,
59466, and 59467. The VIC-20 uses similar
methods, but the addresses are different. The 64
has a powerful sound chip which you won't try to
simulate. Except for the VIC-20, the various POKE
commands associated with production of sound
address the Apple's Read-Only-Memory, which
is unaffected by POKE.
14. Realtime clock.
Commodore computers have a realtime clock,
which programs can read and set. Tl increases by
60 every s(;cond, and can be read but not written;
string TIS s six numeric characters, in the format
HHMMSS, and can be read and written.
100 INPUT "WHAT TIME IS IT" ; U$ : TI$ = U$
When this is executed, TI is set consistent with
the value put in TI$.
400 PRINT "THE TIME IS " ; TI$
TI$ is computed from the instantaneous value of
TI, and fojmatted as six digits. If you try running
a PET program in your APPLE, and it just stalls,
doing nothing at all, press CTRL-C to stop it, and
you may f .nd lines like
700X-TI + 60
710 IF n <X THEN 710
Line 710 is merely waiting for a second to elapse,
and in the timeless Apple, it never will. Substitute
a FOR/NEXT loop of the appropriate duration,
15. PI.
A single key on the PET provides the number
PI, 3.14159265. No such facility exists in the Apple,
so PI is translated into a character which prints as
"UNDEF'D FUNCTION". This causes "7SYNTAX
ERROR", and is simple to correct.
16. The INPUT statement has subtle differences.
Commodore BASIC supplies a question mark
after the prompt; and, for neatness, you should
supply one. In some Commodore computers, if
an INPUT statement is issued, and the user acci-
dentally or deliberately gives a null response by
just pressing RETURN, execution of the program
ceases at once. This is such a nuisance that pro-
grams with any elegance guard against it in a va-
riety of ways, for example:
50 INPUT "WHAT NOW > ^ + < < < ";X$
where ">" and "<" stand for keys to move the
cursor right and left. You can tidy this up as you
supply the question mark for the prompt.
Does It Work?
The above list of incompatibilities is not exhaus-
tive, but it is lengthy. Thus, you may wonder if
the Commodore Loader is of much use. In prac-
tice, only a very small proportion of the statements
in a program require conversion, and the conver-
sion is usually noncritical.
The Commodore BASIC Tape Loader is a
useful tool, and permanently gives you access to
the expanding world of public-domain Commo-
dore Software. In short, it's worth keying into
your Apple.
Operating Instructions
1. Before loading the Commodore BASIC Tape
Loader, insure that Applesoft's memory
pointers are normal, by issuing "FP" or by
booting the System Master. This is necessary
because the machine language program cannot
operate at any address except the one it was
assembled into.
2. Load and run the Commodore BASIC Tape
Loader. It asks you to either ready a cassette
and press PLAY or to press ESC to exit. Take
your choice.
3. Soon after the tape starts moving, the message
"OK. SEARCHING ..." is displayed. Clicks
from the speaker indicate unreadable data on
the tape, and that is a normal condition before
or between programs on that tape.
4. If a Data File (not a program) is detected, the
program will display the File's name, bypass
the data file, and keep searching for a
program.
5. When a program is detected, its name is dis-
played, and the program is loaded into mem-
ory, and simultaneously displayed in a little
window on the screen. Some of it will be legi-
ble. This can take several minutes.
6. If any bytes are unreadable, the Commodore
Loader will need to process the second image
of the program on tape, so your wait will be
doubled.
262 COWWIIH ApnM9B3
7. When the Apple beeps, stop the tape. You now
have a Commodore BASIC program in your
Apple. Decide what to do with it.
8. To load another program, just type "&" (am-
persand) and press RETURN. Unless some-
thing drastic has occurred, you needn't reload
the Loader.
Making It Work
You can key in all the hex digits using the machine
language monitor, or better yet, the MINI-ASSM
PET To Apple Loader.
described in this column last December.
So, now you've gotten it correctly assembled
and saved; here is how to package it as an
Applesoft program so that it can be used with the
usual RUN and LOAD and SAVE commands:
Get the object program into memory.
CALL -151
67:01 08 FF OF FF OF FF OF
AF:FF OF N E003G
SAVE COMMODORE LOADER
A LIST command now should show only one
line: 6502 CALL 2061.
0800-
00
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08
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19
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32
30
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08
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06
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0878-
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EA
©
April19S3 COMPUrat 263
COMPUTE! Back Issues
Here are some of the applications, tutorials,
and games from available back issues of
COMPUTE!, Eacb issue contains much,
much more than there's space here to list,
but here are sorrie highlights:
February 1981 : Simulating PRINT USING,
Using the Atari as a Terminal for Telecom-
munications, A rtach a Printer to the Atari,
Double Density Graphing on CIP, Commo-
dore Disk Systems, PET Crash Prevention,
A 25<i Apple 11 Clock.
May 198 1 : Na.:ned GOSUB/GOTO in
Applesoft, Gem.'rating Lower Case Text on
Apple II, Copy Atari Screens to the Printer,
Disk Directory Printer for Atari, Realtime
Clock on Atari, PET BASIC Delete Utility,
PET Calculated Bar Graphs, Running 40
Column Programs on a CBM 8032.
June 1981: Coinputer Using Educators
(CUE) on Softv.-are Pricing, Apple II Hires
Character Generator, Ever- expanding
Apple Power, Color Burst for Atari, Mixing
Atari Graphics Vlixles 0 and 8, Relocating
PET BASIC Prtigrams, An Assembler In
BASIC for PET. QuadraPET: Multitasking?
July 1981: Hone Heating and Cooling,
Animating Integer BASIC Lores Graphics,
The Apple Hires Shape Writer, Adding a
Voice Track to Atari Programs, Machine
Language Atari Joystick Driver, Four Screen
Utilities for the PET, Saving Machine
Language Progrtms on PET Tape Headers,
Commodore ROM Systems, The Voracious
Butterfly on OSl.
August 1981: Minimize Ctxle and Maximize
Speed, Apple C'isk Motor Control, A
Casserte Tape ^'lonitor for the Apple, Easy
Reading of the Atari Joystick, Blockade
Game for the Atari, Atari Sound Utility,
The CBM "Put 40," Keyword tor PET, CBM/
PET Loading, Chaining, and Overlaying.
October 1981: Automatic DATA State-
ments for CBM and Atari, VIC News,
Undeletable Lines on Apple, PET, VIC,
Budgeting on the Apple, Switching Cleanly
from Text to G -aphics on Apple, Atari
Cassette Boot-tapes, Atari Variable Name
Utility, Atari Program Library, Train your
PET to Run VIC Programs, Interface a BSR
Remote Contrcl System to PET, A General
Purpose BCD to Binary Routine, Converting
to Fat-40 PET.
December 1981: Saving Fuel $$ (Multiple
Computers: versions for Apple, PET, and
Atari), Unscramble Game (multiple
computers). Maze Generator (multiple
computers). Animating Applesoft Graphics,
A Simple Primer Interface for the Apple 11,
A Simple Atari Wordprocessor, Adding
High Speed Vertical Positioning to Atari P/
M Graphics, OSl Supercursor, A Look At
SuperPET, Supermon for PET/CBM, PET
Mine Maze Game.
January 1 982: Invest (multiple computers).
Developing a Business Algorithm (multiple
computers), Apple Addresses, Lowercase
with Unmodified Apple, Cryptogram Game
for Aran, Superfont: Design Special
Character Sets on Atari, PET Repairs for
the Amateur, Micromon for PET, Self-
modifying Programs in PET BASIC, Tiny-
mon: a VIC Monitor, Vic Color Tips, VIC
Memory Map, ZAP: A VIC Game.
February 1982: Insurance Inventory
(multiple computers). Musical Transposition
(multiple computers). Multitasking
Emulator (multiple computers). Disassemble
Apple Programs from BASIC, Plotting
Polar Graphs on Apple, Atari P/M Graphics
Made Easy, Atari PILOT, Put A Rainbow
in your Atari, Marquee for PET, PET Disk
Disassembler, VIC Paddles and Keyboard,
VIC Timekeeping.
March 1982: Word Hunt Game (multiple
computers). Infinite Precision Multiply
(multiple computers). Atari Concentration
Game, VIC Starfight Game, CBM BASIC
4-0 To Upgrade Conversion Kit, Apple
Addresses, VIC Maps, EPROM Reliability,
Atari Ghost Programming, Atari Machine
Language Sort, Random Music Composition
on PET, Comment Your Apple 11 Catalog.
April 1982: Track Down Those Memory
Bugs (multiple computers). Shooting Stars
Game (multiple computers), Intelligent
Input Subroutines (multiple computers),
Ultracuhe for Atari, Customizing Apple's
Copy Program, Using PET/CBM In The
Hiiih School Physics Lah, Grading Exams
on a Microcomputer (multiple computers),
.Atari Mailing List, Renumber VIC Programs
The Easy Way, Bniwsing the VIC Chip,
Disk Checkout for PET/CBM.
May 1982: VIC Meteor Maze Game, Atari
Disk L'Jrive Speed Check, Modifying Apple's
Floating Point BASIC, Fast Sort For PET/
CBM, Extra Atari Colors Through Artifacr-
ing, Life Insurance Estimator (multiple
computers), PET Screen Input, Getting Tin-
Most Out Of ViC's 5000 Bytes.
June 1982: Outpost Game (multiple com-
puters), Apple Pascal Lister, Income Property
(multiple computers). VIC Intelligent Video-
disc System, Atari Disk Operating Systems,
PET/ Apple Search, A Self-mixlifying Atari
P/M Utility, Use Atari Joysticks with VIC,
VIC/PET Program Transfers.
July 1982: Gold Miner C:une (Atari and
VIC), IRA Planner (multiple eninpurers),
Atari Video Graphics, Apple 1X\S C changer,
Super QuadraPET, VIC Overview, Maze
Race (multiple computers), Direct Access
File Editor (PET and Atari). VIC Super
Expander Meuiory Map, LIsing The 6560
Video Interface Chip, PET Compactor,
Headless FORTH Metacompilatitin, Test
RAM Nondestructively (multiple computers).
August 1982: The New Wave Of Personal
Computers, Household Budget Manager
(multiple computers), WordGameN (iiuiltiple
computers), Color Computer Home Energy
Monitor, Intelligent .Apple Filing Cabinet,
tniess That Animal (multiple comptiters),
PET/CBM Inner BASIC, VIC Cumnuaiic:i-
tions. Keyprint C'ompendium, .Aiiim.itinn
With Atari. Vlt' Curiosities. Atari Substring
Search, PET and VIC Electric Eraser,
September 1982: Apple and .Atari and the
Sounds of TKON, Commodore Automatic
Disk Boot, VIC Joysticks, Three Atari GTIA
Articles, Color Computer Graphics, The
Apple Pikit Language, Sprites and Sound on
the tjrminodore 64, Peripheral Visiiiii Exer-
ciser (multiple computers), Banish INPUT
Sr:Uenienfs (multiple computers). Charades
(inultiiile computers), PET Pointer Sort,
VIC Pause, M;ipping Machiiie Lailgu;ige.
Editing Atari BASIC With the .'K-ssemhler
Cartridge, Process Any Apple Disk File.
Home and Educational COMPUTING!
(Fall 1981 and Summer 198i -count as one
back issue): Exploring The Rainbow
Machine, VIC As Super Calculator, Caistom
Characters. Alternate Screens, Automatic
Lme Numbers, Using The Joystick (Spacewar
Game), Fast Tape Locater, Window, VIC
Memory Map.
Buck isstiis aic $3 each or six ioi- $ 1 3.
Priif iniliides iVi'ishl in 'lu- IS. Oiitsidf
thf L'S add S 1 per nKiga/ineordeu'd for
surCat e postage. SI per vnaga/ini' Cor air
mail jjoslage. All back issues subject lo
availal)ilit\ .
In the Continental US call
TOLL FREE 800-334-0868
(In NC Call 919-275-9809)
Or write to COMPUTE! Back Issues, P.O.
Box 5406, Greensboro, NC 27403 USA.
Prepayment required in US funds.
MasterCard, Visa and American Express
accepted. North Carolina Residents add 4%
sales tax.
264 COMPUTEt A|yil1983
COMPUTE! Publications
COMPUTERS First Book of Atari. 192 pages of useful
informative applications and programs from COMPUTE!
Magazine issues now out of print. Includes previously unpub-
listied information including Memory Map. Contents include
such articles and programs as "Adding a Voice Track to Atari
Programs," "Designing Your Own Atari Graphics Modes," ond
"Inside Atari BASIC," Spirol bound for ease of access to
listings. For beginner level to advanced Atari users. ISBN
0-942386-00-0. Paperback. $12.95,
COMPUTEI's First Book of PET/CBM. 256 pages of
Commodore PET ond CBM articles from COMPUTi! Magazine
issues now out of print. Includes such classic articles and
programs as "Feed Your PET Some Applesoft," "Disk Lister: A
Disk Cataloging Program," and "Cross Reference For The
PET." Spiral bound for ease of access. ISBN 0-942386-01-9
Paperback. S12.95.
Ttie Beginner's Guide To Buying A Personal Coinputer.
A novice's handbook of useful, helpful information designed
to teach you the basics of evaluating and selecting a
personal computer. Written in plain English for the interested
beginner. Complete with personal computer specification
charts and buyer's guide. Applicable to home, educational,
and small business buyers. ISBN 0-942386-03-5. Paperback.
$3.95.
Inside Atari DOS. From the author of the Atari Disk Oper-
ating System, on exciting step-by-step guide to the DOS
software. Complete with listings of commented source code
and detailed explanations of each module of code. Author:
Bill Wilkinson, Optimized Systems Software, Inc. Spiral bound
for ease of access to listings. For intermediate to advanced
Atari Users. ISBN 0-942386-02-7, Paperback. $19.95.
Progrannming The PET/CBM, by Raeto Collin West.
Described by one reviewer as "... unquestionably the most
comprehensive and accurate reference I have seen to
dote...," this reference encyclopedia for Commodore com-
puter users is packed with useful information, programs,
diagrams, and charts. ISBN 0-942386-04-3. Paperback, 504
pages. $24.95.
COMPUTEI's Second Book of Atari. With over 200 pages
of unpublished Atari information specially selected by the
editors of COMPUTE! Magazine, this new release from
COMPUTE! Books is an excellent resource for Atari owners
and users. Spiral bound for ease of access to listings. ISBN
0-942386-06-X. Paperback. $12.95.
Every Kid's First Book of Robots and Computers. This
exciting book, complete with exercises for teachers, parents,
and children, uses turtle graphics to introduce kids to robots
and computers. Exercises are presented for use with graphics
languages, such as Atari PILOT, Additional exercises ore
presented throughout the fully-illustroted book, ollowing
users to learn turtle graphics through the Milton Bradley "Big
Trok,"'" or the built-in "Turtle Tiles'"" that are provided with
each book, for children who don't yet have access to o
computer. ISBN 0-942386-05-1. Poperback. $4.95.
COMPUTEI's First Book of VIC. In the style of our First
Books of Atori and PET/CBM, this book contains many of the
articles and applications featured in past issues of COMPUTE!
Magazine. Approximately 20-30% of the book is material
that has not been previously published. An excellent resource
book for Commodore VIC-20 owners. Spiral bound for ease
of access to listings. ISBN 0-942386-07-8. Poperback, $12,95.
COMPUTEI's First Book of Atari Graphics. The editors of
COMPUTE! Magazine have gathered the very best Atari
graphics articles published over the past three yeors, from
the fundamentals to advonced techniques, and added
articles never before published anywhere with additional
sections written especially for this book, Articles include "The
Basics of Atari Graphics," "Introduction to Player/Missile
Graphics," ond "High Speed Animation with Character
Graphics."
In the COMPUTE! tradition, it is crisply written and edited to be
useful to beginners and experts alike. Spiral bound for ease
of access to listings. ISBN 0-942386-08-6. Poperbock. $12,95.
Mapping The Atari. For the first time, a comprehensive
guidebook for the Atari 400/800 computers, the key to finding
your way oround inside your Atari, This is a complete memory
map, the most exhaustive memory sourcebook ever offered
to Atari users. A tutorial for all inquisitive Atari enthusiosts from
beginners to advanced programmers, packed with ready-to-
type example programs and routines. Spiral bound for ease
of access to listings. ISBN 0-942386-09-4, Paperback, $14,95.
Aran ts a registered trcKJerrxark ot Atori. Inc. PET and CBM ore troclemcrks of Cormmodore
Business Moctiines. Ir>c, Turtle Tiles is a frodemark ot David D. Tborntxjrg and InnovisJon, Inc.
Big Trok is a trademark ot the Milton BroOley Company
Mailcou
pen to: COMPUTE
Publications, P,0, Box 5406, Greensboro, NC 27403
For fastest s
Quan. Title
The Beginner's Guide to
c<
sriflce, in the US cc
Price S/H
S 3,95 -1- $1.00'
12.95 H- 2.00-
19.95-1- 2.00'
12.95 -h 2.00-
24.95+ 3.00"
4.95-1- 1.00'
12.95 4- 2.00-
12.95 -H 2.00-
12,95+ 2,00*
14,95+ zoo-
>MPU
]|ITolEFre4
Total
TE! BOOKS 1
3 800-334-0868. 1 n NC call 919-275-9809. i
All orders must be prepaid (money order, check or chorge). All •
payments must be in US funds, NC residents add 4% soles tax, *
Buying A Persona 1 Computer
COMPUTEI's First Book of Atari
n Payment Enclosed O VISA n MasterCard □American Express I
Inside Atari DOS
COMPUTE!'; First Book of
ACCT.NO. EXPIRES / ■
PET/CBM
Programnilng ttie PET/CBM
Every kid's F 1 rst Book of
Robots and Computers
NAME ;
COMPUTEI's First Bookof VIC
COMPUTEi's Second Book
ADDRESS ;
of Atari
COMPUTEI's F i rst Book of
CITY STATE ZIP J
Atari Graphics
Mapping the Atari
COUNTRY :
For air mail outside US: '$4 / "$9
AJiow J-6 weeks tor delivery, f oretgn surtace deliveiv ?-3 months. *
Apitl1983 COMPUTE! 265
CAPUTE!
Modificolions Or Corrections To Previous Articles
A Day At The Races For VIC
To improve the "stride" of the horses in the VIC
version of this game from the February issue (p.
44), the fo lowing change needs to be made to
line 60 of Program 1:
60 DATA0,6,7,252,252,72,72,72
To give proper odds for a race with muddy
track conditions, make the following change to
line 120 of Program 2:
120 Ul=RtiD(l)/l2:U2=RNDCl)/l2:U3=RND(l)/l2
;U4=FJ^D(1)/12
Sfalom For PET
For a proper display, line 500 of Program 1 (the
PET/CBM version, page 76 of the February issue)
should read:
500 ci?=' Tup) {left} {up} {left} {up} {left}
{up} {04 left} {up) {04 left}
{0£; right} {down) {04 left] ~
{down} {left} {down} {left} (
down} {left} {down} {left} "
MASTERMAZE
Although the Atari maze generator program pre-
sented on page 107 of the February issue works
correctly as printed, the two lines below were
referred to in the article but were absent from the
program listing:
330 A=USR( 58484)
420 POKE 53279,8:POKE 77,124
Also, the "line 31" referred to on page 104 should
be line 30.
In the sidebar "Mazemaking On The VIC, 64,
and PET/CBM" which appeared on page 106, to
use Program 1 on that page with the Commodore
64, the proper value of screen memory for line
120 is SC := 1024. For the VIC-20, line 140 should
read
140 FOR 1 = 1 TO 21
For any of the machines, the REM statement in
line 150 should read
REM 21, 39, OR 79 SPACES
Making Change For VIC
The Commodore version (Program 1, page 110) of
this educational program from the February issue
requires a slight modification for use on the VIC-
20. A quirk of the VIC's operating system limits
the length of "prompt" messages used with
INPUT statements to one screen line, 23 charac-
ters. Thus, line 2180 must be changed to
2180 PRINT: PRINT "HOW MUCH CHANGE DO I": I
NPUT "HAVE"; TC : PRINT: PRINT
Supermon 64
Commodore 64 owners who use video monitcirs
instead of televisions may find that a grey back-
ground provides a more readable display than
the standard blue. This can be obtained by POKE-
ing 11 into location 53281, but reader Robert
Knight suggests embedding the equivalent
machine code in the monitor. Adding the required
five bytes for
LDA #$0B A9 OB
STA $D021 8D 21 DO
(in decimal: 169,11,141,33,208)
to the beginning of the relocated Supermon results
in an easy-to-remember SYS address of 38888 for
reentering the monitor.
A New, Even Better Thunderbird For Atari
COMPUTE! author David Plotkin suggests the
following improvements to the Atari version {Pro-
gram 2, p. 76) of Thunderbird which appeared in
the January issue. First, to avoid ball "wrap-
around," replace line 480 with the following:
480 IF TX<0 THEN TX=0:DX=-DX
485 IF TX>39 THEN TX=39:DX=-DX
When you advance beyond the first level, the
Thunderbird shrinks in height as well as width.
As a result, the ball can sometimes pass through
its wings without registering a hit. The bird can
be thickened by modifying line 350 to read as
follows:
350 FOR 1=0 TO 7*(3-2*(DIFF=2) )STEP 3-2*(D
IFF=2):READ A:FOR J=0 TO 3-2*(DIF
F=2):POKE PADR+I+J , A: NEXT J : NEXT ~
I
Alternately, you can make the ball larger by mod-
ifying line 1500, which defines the sliape of the
ball.
1500 DATA 5,0,40,40,169,169,40,40,0
Finally, for the smaller birds in the advanced
levels, the lightning bolt comes from somewhere
to the right of center. To adjust this, modify line
800 to read as follows:
800 XPOS=CpEEK(1664)-48)/4+4-2*{DIFF=1)-3*
(DIFF=2) :FLIP=0
We regret thai irc are no loii^'^ir able to rcfpotid io
liniividnal inquiries about pyo^rnui^, pwiliicts, or
seri'iccs appearing in COMPUTE! due to increasing
publication nctiviti/. Oil those infrequent occasions
when a published pro^^raiii contains a typo, tlie correc-
tion will appear on this pn^e, usunlhj wiHiin ei<;ht
weeks. If you have specific questions about Items or
pro;^raius "which you've seen in COMPUTE!, please
send them to Ask The Readers, P.O. Bo.v 5406,
Greensboro, NC 27403.
266 COMPUIE April 1983
ATARI*
48KRAM
KIT
BY
MOSAIC ELECTRONICS
Turns any Atari 8K or 16K RAM
board into a 48K RAM board.
Only 4 solder connections!
Complete instructions and
guarantee.
It-
guarantee.
* AVAtLABLE n
k^mosoic
ELECTRONICS
PO- Box 708. Oregon Cily. OR 97045
Phone Orders: 1-800-547-2807
ii"...fQ^PU SEIMSEi:.'
QUICK BROWN FOX $60.95
The f 1 word processor'
GENERAL LEDGER $19.95
(VIC.20)
CHECK MINDER
vic-20 $19.95 c-64 $24.95
HOME INVENTORY $19.95
(VIC-20)
CENTIPOD $27.95
Like Cenlipea. only bietter'
FROGEE $27.95
The exciting arcade game of Frogger
MOTOR MOUSE $29.95
What a ctieese'ee game'
CRIBBAGE
VIC-20 $14.95 c-64 $17.95
This IS the game ot Cribbage
STAR TREK
vic.?o $12.95 c-64 $17.95
Excellem adventure gamei
MASTER MIND
VIC-20 $12.95 c-64 $19.95
Makes you tt^irik
ROACH MOTEL $9.95
Kill Itie bugs!
YAHTZEE1.1 $12.95
YAHT2EE2.1 $14.95
TO ORDER
P O BOX 1B765
WICHITA. KS 67218
(316) 684-4660
Personal ctlecks acceplfid
(Allow 3 weeks) Of
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Handling cfiarges 52 00
VIC-2D" IS a regislered Irademark ol Commodore
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APRIL SPECIAL
MINER 2049er$35.00
AATARI
Protector II
Stratos
Sea Dragon
Preppie
Frogger
Choplifter
Bandits
Rosen's Brigade
O'Riley's Mine
Ulysses & Golden Fleece
Ft. Apocalypse
Shamus
Slime
Jappkz
Nautilus
Tubeway
David's Mid. Magic
Serpentine
Story Machine
Face Maker
TRS-60 1/111
Robot Attack
Andromeda Conquest
Bounceoids
F'rogger
Keys of Acheron
THRU APRIL ONLY
If you don't see it here — Call!
Indicate type orcomputer. disk ur cassette.
I'or fast delivery, send Certified Check or
Mtiney Order. Persuiial checks reijuire two
weeks to process. C.O.I). orders jidd $l.r)().
Master Charlie or Visa cirders add a%.
(Include all embossed information on card)
Add S2.00 shipping and handling.
Foreign orders — Call.
I'rici',s jiuhji'i't III change.
Make Checks and Moiiev Ordcr.s payable (o;
HKARTLAND SOnWARP: IJISTRI.
P.O. Box a.'JSI?
Cleveland, Ohio 44125
Ohio Residents add G.5".'- Tax
(216)fi41-50r)5
Order Lines Open 1(1 a.m.-HiOO p.m. Mnn.-h'ri.
Noon.H;(J() p.m. Sal.
Send $1.00 for complete catalog
Ajipli- is n KL-niHitrid Triidi'iniirk of Apple CdmpultT. Inc.
Alari is a Rei;it.ti're<I Traflt-miirk of .J\tari Inc.
'I'ltS-SO is a Retislererf Traiinnark uf the Hadin Shuik
Division of Ttindy t'orporation.
Attache-Style cases for carrying and pro-
tecting your complete computer set-up.
Accommodates equipment in a fully oper-
ational configuration. Never a need to
remove equipment from case. Simply
remove lid, connect power, and operate.
AP101 Apple II with Single Drive $109
AP102 Apple II with Two Dlsl<
Drives 119
AP103 Apple II, 9 Inch Monitor &
Two Drives 129
AP104 Apple III, Two Drives &
Silentype Printer 139
AP105 13" Monitor with
Accessories 99
AP106 AMDEK Color Monitor 119
RS201 TRS-80 Model I, Expansion
Unit & Drives 109
RS204 TRS-80 Model III 129
AT301 ATARI Computers with
Peripherals 109
P402 Centronics 730/737 &
Radio Shack Printer 89
P403 Epson MX70/80 or
Microline 82A 89
P404 Epson MX100 Printer 99
P405 IDS 560 or Prism
132 Printer 109
P406 Starwriter/Printmaster
F-10 Printer 119
P407 Okidata Microline
83 A or 84 Printer 99
P408 Pro writer 2 Printer 99
P409 Prowriter (Apple Dot Matrix)
Printer 89
IB501 IBM Personal Computer 129
IB502 IBM Monitor 99
HP601 HP41 with Accessories 99
CM703 Commodore Model 64
with Drives 119
CM704 Commodore Model 64
with Dataset 109
NS010 North Star Advantage 139
0080 Matching Attache Case (5") 85
CC90 Matching Attache Case (3") 75
CC91 Matching Accessory Case 95
CC92 5.25" Diskette Case 49
compurer case company
5650 Indian Mound Court
Columbus, Ohio 43213
(614) 868-9464
CALL TOLL FREE
800-848-7548
/wv
ENGLISH SOFTUARE
WE MAKE CONCEPT REALITY!
concept evaluation
9 creative development
3 program assistance
multi-system formatting ^^
' 6 month development plans
If you write videogame programs in 16K machine for
Apple® Atari® IBM PC, Commodore 64, NEC or any other
major system, learn how to make your concept reality!
The English Software Company
Df THE USA IN UNTTED KINGDOM ftEimOPE
IN THE USA
P.O. BOX 3185
REDONDO BEACH
CALIFORNIA
90277
(213)372-3440
50 NEWTON STREET
PICCADILLY
MANCHESTER, M12EA
ENGLAND
(061)236-7259
Please Include all documentation with demo submissions,
Apple is a registered trademark of Apple Computer. Inc.
Atari is a registered trademark of Atari. Inc.
K\/v\y
ENGLISH SOFTUARE
MAKING CONCEPT REAUTY!
NEWS^PRODUCTS
Accounting
System For The
Commodore 64
Info-Designs, Inc., has an-
nounced a new version of its
Management Accounting System
for the Commodore 64 computer.
Initially, three software modules
will be released, each with a
suggested retail price of $199:
• Accounts Receivable/Billing
• Accounts Payable/Checkwriting
• General Ledger
The software design allows
the packages to be used on the
new Commodore 64 with one or
two 1541 Single Disk Drives and
a matrix printer, thus allowing
users the flexibility to buy a min-
imum configuration system for
small business accounting and
for personal use.
The product will be marketed
through Commodore dealers.
For more information, call a local
Commodore regional office or
contact:
Info-Designs, Inc.
6905 Telegraph Road
Birmingham. Ml 48010
(313)540-4010
Football Game
For Atari
Gamestar has introduced Star-
bowl Football, a highly sophisti-
cated sports game for the Atari
400 and 800 Home Computers.
Starbowl Football emphasizes
realistic gridiron action, animated
players, and solitaire play against
Starbowl Football for Atari 400/800.
a competitive computer team or
against a human opponent.
Players call their own plays,
so every game is different. They
can run, kick, pass, and catch at
college or pro skill levels that get
better as they get better. Players
can even contend with offsides,
pass interference, and fumbles.
Starbowl Football is available
on cassette and diskette for Atari
400 and 800 Home Computers
with 16K minimum memory.
Suggested retail price is $31.95.
Gamestar, Inc.
1302 State Street
Santa Barbara, CA 93101
(805)963-3487
interfaces For PET
And VIC
RAK Electronics has introduced
two new products for the PET
and VIC-20.
CW Morse allows your com-
puter to become a Morse terminal
for your amateur radio station. It
is capable of sending and receiv-
ing Morse code at speeds of 25
wpm or more. Includes multiple
255 character message buffers,
numerous special function keys.
type-ahead keyboard buffering,
and automatic speed control on
receive.
Available for PET 2000/4000
scries with 8K or more memory,
VIC-20 with 5K memory (in-
creased abilities with optional
3K memory expansion), Com-
modore-64, and Atari 400/800
16K+ computers.
Software written in BASIC
for ease of modification by the
user. Requires construction of
two transistor, one IC interface.
Connection is made through the
I/O User Port on the VIC-20, C-
64, and PET/CBM, or joystick
port on the Atari. Package in-
cludes software on cassette, com-
plete documentation, interface
schematic, and required con-
nector - $19.95 ppd.
VIC RTTY turns your VIC-20
into a RTTY terminal. Features
include split screen operation
(compose your reply in a special
text buffer while receiving mar-
quee style), four 255 character
user-defined messages, 60, 66,.
75, and 100 wpm Baudot speeds,
Morse code ID, RTTY ID (his call
and yours), RTTY CQ message,
special UNSHIFT ON SPACE
option; 15 different functions
and controls in all!
Manual includes instruc-
tions on how to modify software
for your call and special "per-
manent" messages. Hardware
manual included with various
interface designs (RS-232, TTL,
current loop, etc.), as well as
information on home-brew and
commercial RTTY modulator/
demodulators.
VIC RTTY requires VIC-20
computer with 8K memory ex-
pansion, recorder, and VlC-to-
ApfHIMa COMPUn! 269
Radio interface (RTTY terminal
unit and interface). Interface
requires some construction rang-
ing from simple 1 IC TTL inter-
face to multi-IC modulator/
demodulator (for completely
home-brew terminal). Connec-
tion to VIC is through the USER
I/O PORT.
Package includes software
on cassette, software and
hardware manuals, and I/O edge
connector - $24.95 ppd.
RAK Electronics
P.O. Box 1585
Orange Park, FL 32067
Reading Skills
Program For
The Apple
An Apple II program which cov-
ers reading skills typically taught
in grades K-3 has been released
by South West EdPsych Services.
The Reading Machine contains
more than 28 skill levels, ranging
from alphabet matching and
sequencing to blends and di-
graphs. Additional features of
The Reading Machine include:
high resolution graphics pictures
to match words, large size upper-
and lowercase letters, record
keeping and managements sys-
tems, innovative reinforcement
programs, and instructional ma-
terials for parents and teachers.
Suggested retail price is $59.95.
SmitliWcst EdPsych Services, Inc.
P.O. Box 1870
Phoenix, AZ 85001
(602)253-6528
Tax Return
Programs For
Sinclair/Tlmex
The 1982 edition of Ksoft's Tax
Return Helper is available. A set
of seven ZX-81/Timex programs
(16K RAM) to help with Form
1040 and Schedules A, B, C, CI/
C2, D and E. Data is interactively
entered / examined / modified,
and the results can be im-
mediately seen. The programs
perform all computations and
even detect some of your errors.
As in an electronic spreadsheet,
when you make a change, all the
lines affected by it are updated
on the spot. The forms can be
printed and/or saved on tape for
future use. The cost ($14) is tax
deductible. (Only $7 for the
buyers of the 1981 edition.)
Ksofl
845 Welhier Rd.
Naperville, IL 60540
Two Books For
VisiCalc Users
SYBEX has published two books
for VisiCalc users. Mastering
VisiCalc, by Douglas Hergcrt, is
«o— lex CALL
8aO~4«K S5Z5-00
ACCESSORIES
410 Cassette Rttcotacr S SS 95
B10 DlskDnve - 499 99
BM Interact Module . 1 69 9S
625 eO Cotann Prartw 699 96
MOSAIC SIK Ram "3 00
Tfxas
I n.stru merits
Expansion Box ■ S200.0O
flS232 135.00
Disk Control Card 235.00
Disk Dim SOOOO
Prinler 52S.0O
32K BoaiO 300.00
Qcommodore
CommodOfB W ■ SSJS.CO
CommoaofB Vc 20 Jtsoo
Disk Dnw 499 00
Dalassatte 69 00
SK M«Tiai> Expander :.... 4995
HS232 Inlortace 4500
Vic 20 Canndpe Games ?7 95
C-iEEE iniwtaM esoo
Catles - 33 00
BUSINESS MACHINES
CBM6032 . . SI 100.00
CBM 6050 Dual Disk 129900
270 COMPUni April 1983
tele <^€»fl*i«iiie«
P.O. BOX 3456, TROY, MICH 48099
Complete line of Computers . . . Software
Video Games and Accessories
CALL TODAY!
I lAAtA Home Compulei 89 95
AlKUA 620 System I 2600.00
IClCT'IClCO 64K Computer 1500.00
HAYES MODEM 1200
. . 575 00
ACCESSORIES
Slick Stand S 6.99
2For 12.00
Alan: Jo/ Stick 6.20
Wico Joy Slick 22-50
Wico Red Ball Joy Slick 24 80
Wico Track Ball Atan Commarxior . 52 00
Wicol2 EjtensionCoitl 6.50
Many More Accessones CALL
SOFTWARE FOR
Certipe*
Pac Wan
Missile Comuianc
Siar Raiders
Jifwnfi
Andromeda
Doctor Goodsodes Cavern
Pathtirtder
Match Racers
VISICALC
(For Apple. Alan. Commodore, and IBM)
200.00
27 00
24.00
27.00
24.00
FREE!
STICK STAND
with FASTBALL
(Willi purchase o( $6000
or more, A S6.99 value!)
REDUCES
HAND
4 WRIST
FATIGUE
CBS Software
IFoi Alan 400-eOO)
Krazy Shootout (25, SO'
Krazy Krittors 25, 50*
K-Slai Palrol 25,50-
Kjazy Antiks - 38,00
Bouiders 4 Bombs 36.00
(FOf Vic 20)
K-Star Patrol 36.00
Krazy Antiks 36.00
^^dventure
Preppie 23.00
RearGuard 15.50
Treasure Quest 23,00
SDTicTacToe , 12,00
Adventure Series 15.50
War 19-50
Oiskey 37.00
0m*,
Q.
UHM'
C(ysh, Cfumt>te, Chomp
Rcochet
Star Warrior
Rescue aT Rigei
Brrjderbund
J23 00 Ullima I 30.50
15 50 Ultima II 47 50
27 00' Frogger 27.00
23 00 Jaw Breaker 23.00
Crosslire 23.00
S25.00-
20.00-
24 50
J7 00
29 95
Cnoplifler
Apple Pane
Star Blazer
Davids Midnighmiagic
Stesiar Stiutlle
s^apse
Nautilus 2300
Slime - - - 23 00
Dodge Racer 2i 00"
Protector 23 00
Chcken 23 00
SYDNEY DATA
Evolution 32.50
'White supplies last
Dahi
Shooimg Arcade
PaciliC Coast Highway
Clowns arxl Balloons
Alan Characler Generator
23 00
23.00
23 00
15 50
Specials
Gorl (Disk) 26.00'
Educator K4 . . , - 1 15 00'
Atan 5200 210 00-
Protectof 20 00"
Attack 1600'
Blackjack Casino 16,00-
EaslemFronl 20, M'
V1SA&
MASTERCARD
ACCEPTED
ORDERING INFORMATION
Check, Money Ordef. MasterCard. Visa arxl C.O.D OnJers
accepted Atk) S2 00 l0< COD. A)l Dther orders shipped
U.PS, Michigan resjdenls add 4^ Sale* liuc No rfltgrns without
authonialBon
Hour* ^ M.m. to 7 pjn. dally,
CALL FREE 1-800-255-2000
IN MICHIGAN 1-800-742-4242
Products for Commodore, Atari, Apple, and others!
s!^^
THE MONKEY WRENCH II
A PROGRAMMERS AID FOR ATARI 800
NEW AND IMPROVED - 18 COMMANDS
PLUGS INTO RIGHT CARTRIDGE SLOT
^
THE
MONKEY WRENCH
II
if
If you are a person who likes to monkey around with
the ATARI 800, then THE MONKEY WRENCH II is
for youll Make vour programming tasks easier, less
time-consuming and more fun. Why spend extra
hours working on a BASIC program when the
MONKEY WRENCH can do it for you in seconds.
It can also make backup copies of boot type
cassette programs. Plugs into the right slot and
works with ATARI BASIC cartridge.
Tlie MONKEY WRENCH provides 18 direct mode
commands. Tliey are: AUTOLINE NUMBERING- Pro-
vides new line numbers when entering BASIC program
lines. RENUMBER - Renumt)ers BASIC'S line numbers
including internal references. DELETE LINE NUMBERS
- Removes a range BASIC line numbers.
VARIABLES - Display all BASIC variables and their current valu e. Scroll! ng — Use the
START & SELECT keys to display BASIC lines automatically. Scroll up or down BASIC pro-
gram. FIND STRING — Find every occurrence of a string, XCHANGE STRING - FiniJ every
occurrence of a string and replace if with another string. MOVE LINES — Move lines from
one part of program to another part o( program . COPY LINES — Copy lines trom one part
of program to another part of program. FORMATTED LIST - Print BASIC program in
special line format and automatic page numbering. DISK OIRECTORY — Display Disk
Directory. CHANGE MARGINS — Provides the capability to easily change the screen
margins. MEMORY TEST - Provides the capability to test RAM memory. CURSOR
EXCHANGE — Allows usage of the cursor keys without holding down the CTRL key.
UPPER CASE LOCK - Keeps the computer in the upper case character set, HEX CON-
VERSION—Converts a hexadecimal number to adecimal number DECIMAL CONVER-
SION — Converts a decimal number to a hexadecimal number MONITOR — Enter the
machine language monitor.
In addition to the BASIC commands, the Monkey Wrench also contains a machine
language monitor with 1 6 commands used to interact with the powerful features of the
6502 microprocessor.
.>»*
VIC RABBIT CARTRIDGE
AND CBM 64 RABBIT CARTRIDGE
"High-Speed
Cassette
Load and Save!"
$39.95
{includes Cartridge
and Manual)
Expansion Connector
on the VIC Carlridge
"Don 't waste your Life away waiting to LOAD and SAVE
programs on Cassete Deck."
Load or Save 8K in approximately 30 seconds! Try
it — your Un-Rabbitized VIC takes almost 3 minutes.
It's not only Fast but VERY RELIABLE.
Almost as fast as VIC Disk Drive! Don't be foolish —
Why buy the disk when you can get the VIC Rabbit
for much, much less!
Easy to install — it just plugs in.
Expansion Connector on rear.
Works with or without Expansion Memory.
Works with VIC Cassette Deck,
12 Commands provide other neat features.
Also Available for 2001 , 4001 , and 8032
<o.>-^VsTCP-3M/12«)DBaud
standard Terminal Communications Package
■PFO- 100 OOA CP<D1>DS BELL 12:30 OO <D 14 36
Don'I seltle for non-standard Communicalions Prolrjcol"
Access Micro Nel. Source, Bulletin Boartls. Local Main-
frame, elc
( • Compleie Pjckaje - Includes RS23J Inier-
/ face Board and sottwaie (does noi include
/ itwdeml
* • Communicates in Industry Standard ASCII
^ • Upload/Download to'lrom Oisk
• Automatic File Translation
• Can be coniiolJed from keyboard or user su[j
piieo basic or macnme language program
Specify 3.0 or 4.0 ROMS or 8032 Commodora Computer
4040 or 8050 or PEDISK II Disk or CBM64 on 1541 .
Price; $129.95
ATARI AND PET
EPROM PROGRAMMER
Programs 271B and 2532
EPROMs. Includes hardware
and software. PET = $75.0D-
ATARI lindudes sophisticated
maiJme language moniiorl =
S119.95
ProwriieiPtintfr - Encellenl dot matni print Parallel = MS9 00
Serial . S600 00 IEEE = 1589 00
PET BASIC SCROLL PROGRAM
Scroll thru Basic Programs using cursor
up/iJown keys. Specify computer. $6.00 on
cassette, $9.00 on diskette.
65C02 MAE
Same as our MAE but entianced lor the new
65C02 Opcodes. Turns your computer Into a
development system for ttie new ROCKWELL
65C02 Microprocessor. $200.00 — Specify
Computer.
eaoo CROSS assembler
A Cross Assembler based on tfie MAE tfia)
runsonthePET, Apple, or Atari but assembles
opcodes for the Motorola 6800 microproces-
sor. Turns your computer into a development
system for the Motorola 6800 Microprocessor.
$200.00 — Specify Computer.
ATARI and VIC Cartridges
EHScan supply large quantities of ATARI and
VIC Cartridges for software developers. If you
need cartridges, call for pricing.
TRAP 65
TRAP 65 15 a hardware device that
plugs into your 6502's socket Prevents
execution ol unimplemented opcodes
and provides capability to exierid the
macfunes' instruction set
For PET/APPLE/SVInl
Reduced from S119 95 to W9 95
DC Hajes Sman filodem = S235 00 I
DC Hayes Micro Modem II . S289IXl[
RanaDtskDnvi -375
4 Drive Controller- 114
More than just an Assembier/Editort
Now for the "64"
\
It's a
Professionally
Designed
Software
Development
System
W''
MAE
for
PET
APPLE
ATARI
S«ftSf5
New '
Price
$99.95
Blast off witti the software used on ttie space
shuttle project!
• D»9iQn«cJ 10 impfCh* Pfogfammar Pf oduclivity
• Similar syniajiandcommaMS — No nBBdiorBlaain
p«cuiiaF Sfniai.xes and cammands wnar^ you go
Irom PET 10 APPLE lOATARI
■ Coresident Assembler* Ed >[of — No ne&d lo roaia
thB Edilor men !he AiMrnbie' Ihfln ino ECTilOr, elc
• Alto rnciudps Worcf Processor. Relocating Loadsr,
and mufih morg
' Options EPflOM ProgrammBi, unumplemented
opcods circuitry
■ STILL MOT COWViNCED SerWfoffreesjiecsheel'
mm
5% INCH SOFT
SECTORED DiSKEHES
Highest quality. We use them on
our PETs, APPLES, ATARIs, ard other
computers. S22.5Ciia or $44.50/20
EPR0MS27I6 = S4,502532 = S7.50
Over 40 Comrnodore PrograiTis by Baker (on 4040) = S25.00
3239 Linda Dr.
Winston-Salem. N.C. 27106
<919) 924-2889 (919)748-8446
Send for free catalog!
[MattvrCfVd
BOTTOM IN PRICES -
TOP IN SERVICE
SOFTWARE GALORE
20% -30% OFF RETAIL
If we don't carry if — it hasn't
been written
APPLE SOFTWARE SAMPLES . c»M or writs lor
comptele utilog
Apple Panic S 20
Snack Attack S 20
Choplifter $ 25
Temple of Apshai $ 28
Frogger $ ss
Visicalc S5 7e
DBlKit {4eK) S299
OBsKll (SSK) S48S
Easy Writer 5132
Easy Writer' S216
Mailer Combo
ATARI SOFTWABE SAMPLES - call or wrilB lor
complete catalog
Centipede $ 33
Super Breakout S 26
Space Invaders S 2B
Pac-Man S 33
Computer Ctiess S 28
Pilot S 99
Pilot S 59
Word Prooeitor t11S
ATARI HARDWARE
a00-4eK $549
Recorder S 75
Disk Drive S439
Interlace S169
CALL OB WHITE FOR COMPLETE
APPLE CATALOG
ATARI CATALOG
TRS-SO CATALOG
IBM P.C. CATALOG
CP/M CATALOG
VIC-20 i C-S4 CATALOG
HARDWARE i ACCESSORIES
PRINTERS
Okldala MLa2A $439
ML83A J679
M 1 VIC-20 S 76
Interlace
C.lloh Prowriler BO col. (Par) $495
Prownter 80 col, (Serl $625
Prowriter tl 132 col S795
IDS PRISM JCALL
Manllort - BMC 12" Green $ 64
- BMC 13" Color S27S
OMatfss - Maxell SSSD S 29/10
- Eleptiant SSSD S 23/10
- Bulk (100 pkg ) S200/1QO
Aulo^Backup Power Supplies SCALL
Modems - US. Robotics
- 300 Baud (Micro) S159
- 300 Baud (Auto} $192
. 1200 Baud (Micro) S393
- 1200 Baud (Aulo) 5480
- Acustic SI 30
COMPUTEflS
Commodore 64 S449
VIC-20 S169
Kaycomp I! S1795
Pineapple S695
Timex/Sinclair S 87
Atari BOO 46K
Superbrain SCALL
Digilog SCALL
COMPUTER TABLE fKD) S 99
20% OFFALL BOOIfS SCALL
Dust Cover VIC-20 or C-64 $7 96
For Fast DglivBry. send cerltlisd or cashisf checks,
money orders, or direct battk wire transfers Personal
checks Bllovt 2 10 3 weeits to clear Prices reflect a casrt
discount only and are subiec! to change. Shipping-
Software {S2.00 MinmumI Hsrdw&re—r^lf Foreign
mquirtes invited— 3dd t5%i lor shipping. .Pennsylvania
residents sdd sales lax
VISA and MASTERCARD ACCIPTED
llltlllllllllllllllllllllllllllllllllllllll
ATLANTIC COMPUTER OUTLET
P.O. BOX 1474
NORTH WALES, PA 19454
(215) 721-1533
llllltlllllllllllllllllllllll lllllllllllll
272 COftmm! April 19B3
an introduction and users' guide.
Beginning with what VisiCalc is
and what it can do, the book
describes each feature of VisiCalc
and explains how to use VisiCalc
spreadsheets for planning, fore-
casting, and budgeting. The cost
is $11.95 (233 pp., Ref. G-090,
ISBN 0-89588-090-3).
Doiii^^ BusiiK'ss Witli VisiCalc,
by Stanley R. Trost, includes
over 40 applications for account-
ing and management planning -
from financial statements to mas-
ter budgets, from pricing models
to investment strategies. Each
application is thoroughly de-
scribed, and a complete program
for setting up the application in
VisiCalc is presented. All pro-
grams can he modified to fit
users' needs. The cost is $11 .95
(288 pp., Ref. 0-086, ISBN 0-
89588-086-5).
SYBEX books are available
at local bookstores and computer
stores. To order directly from
SYBEX, please add $1.50 per
book for postage.
SYBEX
2344 Sixtli Slrcct
Berkeley, CA 94710
(415)848-8233
New Products
For Atari
Optimized Systems Software
recently released several pro-
ducts for the Atari.
C/65 is a C compiler for both
Apple and Atari. The compiler is
based on Ron Cain's "Small C"
compiler, which appeared in Dr.
Dobb's Journal, but it has been
restructured to enable it to run
on and produce code for 6502-
based machines. C/65 supports
integer and character types (and
arrays), pointers, fully recursive
functions, and more. Requires a
macro assembler. Two disk
drives recommended but not
required. The cost is $80.
MAC/65 is compatible with
both EASMD and the Atari car-
tridge. It is an integrated as-
sembly language development
system suitable for both small
subroutines and complex assem-
bly language source files. The
cost is $80 and includes BUG/65.
(Both C/65 and M AC/65 include
standard OS/A -I- at no extra
charge.)
BUG/65 includes all the
traditional debugging opera-
tions. Also includes a breakpoint
capability and a single step and
trace mode. It is a stand-alone
program which allows vou to
read files into memory, write
files, and read or write single
sectors. Cost: S34.95, separately.
Owners of OS/A + with
EASMD who purchased the
package rt//tT August 15, 1982,
may upgrade to MAC/65 by re-
turning their master system dis-
kette or by simply sending a
"new diskette" fee of $5.
Owners who purchased the
system before August 15, 1982,
may purchase MAC/65 at half
price ($40, plus $5 for charge
card or C.O.D. orders).
Optimized Si/stems Soft-ware, Inc.
10379 Lausdnh' Aveiuic
Cupertino, CA 95014
(408)446-3099
Arcade Math
Game For The VIC
M-R Information Systems
announces a new learning game
for the VIC-20: MicRo Math
Blaster.
A combination of arcade
game excitement and basic
mathematic drill in addition,
subtraction, multiplication and
division. Color graphics and
sound combine to motivate the
child to practice these skills.
Levels of difficultv from
grades one through eight. Avail-
able for VIC-20 8K (5K with at
least 3K expansion). The cost is
$15.95.
M-R Information Systems, Inc.
P.O. Box 73
Wayne, Nj 07470
(201)696-3296
COMMODORE
CBM 64 S425.00
VIC-20 5149.95
1525 Printer S319.95
1541 Disk Drivs $325.95
VIC Modem S90.00
1520 Color Printer/Plotter . .5179.95
Color Monitor S269.95
CARDCO
Card Board S27.95
Cardette .S27.95
Cardwritter $27.95
Card ? S59.95
DA TA 20
16K RAM Expansion S74.95
Video Pak w/16 K RAM. . . .3215.95
Printer Interface S55.95
MIDWEST MICRO
Terminal 40 $26.95
Un-word Processor 2 $16.95
Printer Interface S49.96
SCIENTIFIC MICROTRONICS
6 slot expansion motherboard
Buffered w/power supply . . . .589.95
Color monitor cable $19.95
INDEPENDENT FOR ATARI
BIT-3
Full view 80 S299.95
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Direct connect modem w/tp-850 not
needed $199.95
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SPECIALS
"THE DATA BASE'
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FOR VlC-20, a-l -- BY lOHN
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MOSAIC
32K RAM expansion $130.00
Expander 598.00
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MPC
16K RAM expansion $84.95
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SYMTEC
Light pen $115.95
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Memory Expansion
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20- The CM 16, a 16K expansion
for the VIC, retails at §69.90, and
the CM 8, an 8K expansion, re-
tails for $47.70. Both cartridges
come with a 90-day warranty.
For more information
contact:
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7881 Ln Riviera Drive
Sacramenlo, CA 95826
meme-ovvi
IVIedical Adventure
For The Apple
Synergistic Software has released
a new educational game for the
Apple II. Microbe: The Anatomical
Adventure combines fantasy ad-
venture, arcade action, and
"•"'CDiBPU 5Ef\J5Ei:.''
CARDBOARD 3
An Economy Expansion inlerface
(Motherboard)
For the VIC-20® Personal
Computer
The -CARDBOARD '3" is an expansion inler-
face designed 10 allow the user to access more
' Ihan one of the plug-in-l/pe memory or utility
' cartridges now available It will accept up to 3
RAtil or ROM cartridges a! once For example
• 16k RAliA • 16k RAM • 3k RAM
• I6k RAI^ • Bk RAM > Super Expander
• 16k RAM ■ 8k RAM • ViC-fVlon
• I6k RAM ■ 3k RAM ■ Programmers Aid
• High quality TRW, gold plated connectors
• This board is (used
• 90 day tree replacement warranty couermg
everylhing except Ihe luse
$39.95
CARDBOARD 6
An Expansion Interface for VIC-20'
• Allows memory expansion up to 40K
• Accepts up to six games
• Includes a system reset button
• All slots are switch selectable
• Daisy Cham several unils tor even more
versatility
$87.95
TO ORDER,
P 0 BOX 18765
WICHITA, KS6721B
(3161 684-4660
Personal checks accepted
(Allow 3 weeks) or
COD. (Ac3d S2)
Handling charge S2 00
VIC-2CI- IS a regislered Irademark of Commodore
medical science. The entertain-
ing and educational aspects of
this game will appeal to parents,
educators, medical students,
and kids of all ages.
The game involves a
miniaturized submarine injected
into the human body. The mis-
sion of the sub Microbe is to rid
the body of disease and repair
damage to the brain. If corrective
surgery is necessary, the crew of
the Microbe must perform it.
The Microbe's crew consists
of a captain, navigator, techni-
cian, and physician, each with
specific job functions. The cap-
tain steers the sub through the
veins and arteries of the human
body, following the advice of
the navigator. The technician
performs repairs both inside and
outside the sub. The physician
must identify any attacking or-
ganisms (fungii, bacteria, vi-
ruses, parasites, etc.), prescribe
the appropriate treatment, mon-
itor the patient's condition, and
insure tiiat the result is a well
person. If any crew member is
injured or killed during the
game, it becomes more difficult
to complete the mission.
As the game progresses,
players must keep track of dam-
age to the sub, the fuel and air
supplies, the compass and sonar
readings, and the status of the
laser (used to zap the germs).
Players must plan their strategies
carefully as they journey through
the body.
Microbe: The Anatomical Ad-
venture has three different levels.
On the first level, the game can
be played as a classic adventure,
the goal being to explore the
maze-like human body and over-
come obstacles while solving the
medical problem. On the second
level, players can lenrn facts
about health care, personal
safety, anatomy, and medicine.
The third level is for college-
level science students, premeds,
and medical students. Players
must know what drugs to pre-
scribe and what immunity levels,
blood pressure, heart rates, etc.,
are healthy or dangerous. The
TOTAL
CONTROL
. COMMAND
! CONTROL
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BY WICO
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TWO FIRE BUTTONS (TOP & BASE)
ADAPTERS TO OTHER COMPUTERS AVAILABLE
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COMSTAR AIR* SHIPPING WITHIN 2 DAYS
AATARI
48K RAM SI25
3ZK flAM 75
ALIEN GROUP VOICE BOX (D,T| 139
S,A,M. |0| BK 46
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SIT 3 80 CDL. BOARD 289
TECHNICAL NBTES JS
BOX OF DISKS |10| 19
PROWfllTER PfllNTEfi 460
B KEY 400 (KEYBOAROI 99
NEWPORT PROSTICK 29
PREPPIE lO.Tj IfiK 19
FAST EflOlE |C| 21
GHOST ENCOUNTERS [0,T| 16K IB
JOURNEY TO THE PUNETS (D.T| 32K 23
EASTERN FRONT |fl,TJ I6K 24
MINER 2049ER (Cj 35
STARBOWL FOOTBALL |0.Ti 25
TEMPLE OF APSHAI ID.T) 32K 29
m IC) 34
OIGDUG |C| 34
PILOT (C) 59
BASIC A- WITH OS/A* [0| 32K 60
C/65 (C COMPILER) [D| 55
LEGIONNAIRE |T| 16K 26
VI&20
CAROBDARD |3 SLOT EXP| $ 33
VIDEOPAK WITH 16K |40/B0 COL) 250
VIDEOPAK WITH 64K (40/60 COLI 313
PRINTER INTERFACE (PARALLEL) 55
KIDS AND THE VIC (BOOK) 17
I6K RAM 85
BK RAM 55
HES MON (ASSEMBLER! IC| 29
HES WAITER (WORD PROC) (C) 29
TURTLE GRAPHICS |C1 29
VIC FORTH 10 49
QUICK BROWN FOX |WORD PHOCIITl 54
SNAMUS |C| 29
PROTECTOR Id 33
MUSIC COMPOSER (C| 31
CHOPLlFTEfl (C| 34
APPLE PANIC |C| 34
RESCUE AT RIGELIT) 21 K 23
TRASHHAN (C) 33
UNWDRD PROCESSOR (T) 5K 19
TERMINAL 40 (4fl :OL.i (T| 13K 29
GDRF [CI 33
DRAW POKER |Ci 25
CLOWNS |C| 25
STAHFIGHTER JOYSTICK 14
sfRS^^^R^'wVSTfT J2S^\^""«' "^^^^^
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YOU ARE GOING TO SMILE!
—When vou See Over 2000 books, programs and
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For COMMODORE- VIC-JO" /M IteinB
4108-005600 ForKeyttoariJ?0'.'64- 510 98
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512.98
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41 00-064204 Disk S49,95
WORD MACHINE/NAME MACHINE Perfect
easy-to-understand wordprocessing product
designed as an entry level Hem tor nome For
notes 10 Itie kids, letters to triends, etc
4100-064^10 Di«k S29.a5
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4100-OB410T Disk $29.95
COMMODORE' VIC-20' BOOKS
VIC BASIC: A U«er-Frlendty Guide Explains
hqW'tc3-do-it— make rarnbovMS, muse & more'
4ES0<00S37e SI 2,95
ZAPt P01W BOOM! How to prcflram actongames
onttie VlC-2d>
4690-0O9S39 S12,SS
KIDS AND THE VIC Written at ctnlOren, not
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How to Create Study Programs: Ware' Eacl^
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4seo-ooooss S19,9S
VIC-2tr PROGRAMMER'S REFERENCE GUIDE
Complete BASIC vocabulary guide mat:hine
language programming, tips ana more:
4100-000110 *1B,95
COUPUTEII » FIRST BOOK OF VIC A com p-
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4105-000007 S12,S5
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37Time)i/Slnclatrl0O0' ZX-BI ' Programs
for Hcsma. School 4 Off ic* Easy to use Quide
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4080-000021 S 8,SS
101 TlmewSinclalf 100O' ZX-BS' Progriim-
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40B0-0OOO20 S 7,95
Ttle Sinclair ZX-BT * Programming for Real
Applicalions In depth programs and uses
4JSO-OOOOB0 S1 1 ,95
For APPLE' I1«m»
4108-000600 For Apple III' $15,98
4108-000310 FotAppleli' 51598
4108-000300 For Apple II' Keybrd S 998
410S-O0O32O For Apple If Disk. S 698
Single
4100.000330 ForAppleir Disk, S 9 98
Double
For RADIO SHACK' TRS-80' llemi
410B-024 600 For Model I, Keyboard S 9 98
4106-0250O0 For Model iCasselte S 698
4108-024800 FotModell VDT 511,98
4108-025200 f^^odel II (Compt Unit) S279B
4108-025COO ForModellll $17-98
4108-025700 ForColorComputer $1196
For IBM' PTSonal ComputT Itema
4106-O140OO ForKeyboard S 9,98
41 08 014100 For CRT and Oisk Drive SI 9,98
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AHD THEfifS MORE 10 COMS'
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4665-000065 458 Pages SI 6.95
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4B90-00OJ42 SI *.95
ATARI' PILOT FOR BEGINNERS Hands-on
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4690-000301 SI 3. as
THE ATARI' ASSEMBLER Making the leap
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4690-000236 S12.95
T>H E VI5ICALC BOOK: ATARI' EDITION A pro-
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4690-008393 S14,95
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410S-000000 S12,95
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4105-aoooOG S12.9S
KIOSANOTHE ATARI' See descriptionat left
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4560-000055 S19.95
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APPLE' II USER'S GUIDE Complete BASIC
programming tool Special leatufeiafia pages
4665-000049 SIS 95
ASSEMBLY LANGUAGE PROGRAMMING
FOR THE APPLE" 11 Comprehensive, under-
stancabie intro Appendices 160 pages
4665000051 SI2.95
6502 ASSEMBLY LANGUAGE PROGRAMMING
Provides e^ampJes simple memory load loops
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4S65-000027 Sie.BB
BASIC FOR THE APPLE' Ititro lo program-
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4690-OaOtBS Sll.95
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under KIDS AND THE VIC
4SB0-O0OO19 SIB 9$
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Over2 000 Sooks programsandaccessonestor
Pages 0001-193707 S 2,00 Ppd,
NeW'TheCOMMODOFtee')' PROGRAMMER'S REFERENCE
GUIDE, Euerything you need lo know logel started programming
Comfnodore's' newest, and most versalile personal computer.
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4760-022056 $19.95
O'Eg
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game can be played alone or
with a group.
Microbe: The Anatomical Ad-
venhire was developed by Robert
Clardy and Alan H. Zalta, M.D.
The cost is $44.95.
Synergistic Software
830 N. Riversiite Dr., Suite 201
Rcntoii, WA 98055
(206)226-3216
.
. r«d call*
«. >- Jt - ©
>^< A "♦ 'Si '•♦) Stt
Mhlt* cells or antibodies
mi
ifith r*Biii>
bactirTm.
ransTtu.
JBirrmiw
Synergistic's Microbe luivciit arc game.
New World
Adventure
Multi-player action highlights
NiTO World, a new educational
adventure game from Auto-
mated Simulations/EPYX.
Each of three players leads
an expedition to the New World
in a game of conquest and col-
onization, set in the year 1495.
Representing England, France,
or Spain, the player tries to
achieve supremacy over his two
opponents, human or computer,
by building colonies in North
and South America.
As the player begins his
expedition, his computer dis-
plays the New World territories,
with all their hazards and their
riches. Drawing from his own
national treasury', the player
recruits colonists and soldiers
and purchases supplies to ready
his ships for their transatlantic
crossing.
Hazardous weather condi-
tions and cutthroat pirates
hamper the player's success.
And when he reaches the New
World, disease, bankruptcy and
warfare threaten his colonies'
survival. But if he uses his wealth
and manpower wisely, he can
gain political and financial
control of the entire Western
Hemisphere.
New World is available on
disk for the Apple (48K with
Applesoft in ROM) and TRS-80
(TRSDOS, 32K) and on cassette
for the TRS-80 (Level II, 16K).
The suggested retail price is
$29.95.
Automated Simulations/EPYX
1043 Kiel Court
Synnyvak, CA 94086
(408)745-0700
CALENDAR
April 5-7, the O'Hare Exposition
Center, Rosemont, Illinois. The
Computerized Office Equipment
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conference program of personal
Duplication
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RECORDED PUBLICATIONS
LABORATORIES
1100 state Street • Camden, NJ 08105
(609) 963-3000
SIMULATIVE
STRATEGY GAMES
from PR. SoFtwaRc for your
VIC-20 or ATARI 400/800
Semi-graphic Non-Arcade
No Joysticks Required
If you wan! intelligent high qualitv. reason-
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read on . . .
For VIC or ATARI:
FOOTBALL CHALLENGE:
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Above 2 programs: Vic version requires min
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requires standard 16K.
Mof t' stralegy games for 5K ilandard VIC * 1 1 .95 each:
• Dungeon of Kal • Computer Baseball
• Convoji Raider • Star Defender • At the
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computer Ivpe „. ,„_ ,,
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All Prices Include Shipping
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BASF DPS Tapes Add ,05 Cents Per Tape
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276 COMPUTt! Api 111983
fcgppta lAATARN
* COMPATIBLE COMPUTER^ ?P.2!ff!3r ^^k^\ ..r^-^- ' '^9?
coNOMicAL M TFRNATiup NEW 64K ATAR1 1200 . CALL
APPLE® COMPATIBLE COMPUTER
AN ECONOMICAL ALTERNATIVE
SYSCOM 2
$699
DISK DRIVES
MICRO-SCI UNA
A21w/contl $369 Elitel|w/cont| $399
A40(w/cont) S435 EMIe Jl (w/cont) $539
A70(*/cont) $555 Elite III (wJcontl $679
FOURTH Super (w/contl $385
APPLE SOFTWARE
ARTSCI ON-LINE
Masio Window $65 screenwriter $89
Magic Window II $99
Magic Words $45
AVANT GARDE
Zero Gray. Pintjall $20
Hi-Res Golf $20
Hi-Res Secrets $82
BEAGLE BROS.
Dos Boss $17
AlpnaPlot $28
UtilityCHy .- $21
Tip Disk m $15
Apple Mechanic $21
Pronto Dos $21
Wiz& Princess $22
Wystery House $17
TimeZone ..-....-,-......... $65
Mauraufler $24
Frogger $23
Cannonball Blitz $23
Screenwriter Prof. $135
QUALITY
Bag of Tricks $27
AM Baba&40Ttiieues .$22
SENSIBLE SOFTWARE
Sensible Spelter $85
Super Disk Copy III $21
^""<^"' Multi Disk Catalog !!!!!! $18
F'ai^eUp SIHTECH
Type Faces
BRODERBUND
CtioplKler $23
StarBlaier $22
Davids Midnight $23
AppJe Panic $20
Alien Rain $17
Arcade Machine $41
CONTINENTAL
Home Accountant $52
Isl Class Mail _ $53
DATAMOST
Snack Attack $21
Swashtjuckler $23
EDUWARE
Spelling Bee wJRead ,., $27
Alg. l,2or3 $27
Rendevous $27
Pfisonerll $23
HAYDEN SOFTWARE
Sargon II $25
Piewriter $95
INFOCOM
Zofkl, norm $27
Slarctoss $27
Deadline $34
INSOFT
Graforth II $50
ElectncDuet $20
LOTUS
Exec. Bfief Sys. ... $126
MICROSOFT
Basic Compiler $270
Multiplan $190
Olympic Decathalon ...$20
MUSE
Robot War $27
CasllaWoMenslern $20
PENGUIN
Graphic Magician $42
Comp. Graphics Sys. .,$49
Special Effects $29
Wizardry $35
Kntghlol Dia $24
SOFTWARE PUBLISH.
PFS: Report $65
PFS: Filing ....$87
PFS: Graph $87
SPINNAKER
Snooper Troops H $29
Snooper Troops #2 $29
Story Machine $23
Face Maker $23
STONEWARE
D.B. Master $158
O.B. Master Ulil#1 $70
Graphics Proc. Sys, .„.. $46
STRATEGIC SIM,
Computer Baseball $27
Cytron Masters $27
Guadalcanal $42
Galactic Gladiators ....$27
Battle otShilon $27
Tigers In Snow $27
Cosmic Balance $27
Computer Ortrbaek $27
5UBL0GIC
Flight Simulator $25
Space Viiting $34
Saturn Navigator $24
SYNERGISTIC
Atlantis $27
Global Prog. Line Ed. .. $44
VISICORP
Visiterm $72
Vlsicalc3,3 $175
MISCELLANEOUS
Bandits $23
Human Fly $21
Master Type $27
New Step by Step $57
Sam(w/DACi $83
Ultima $27
Zoom Graphics $27
CITOH
Prowrilor $439
Prowriterll $649
Starwriter $1379
Prinlmaster $1599
PRINTERS
NEC
GEMINMO
GEMINI15
8023 AC $466
3510 $1375
3530 $1695
3550(IBM1 S1829
7710/7730 $2319
.SMITH CORONA . $589
AXIOM Gp.lOO $269
NEC
12-GRN(JB1260) .
12-GRN(JB1201M|
12' Color Composite
12- Color RGB ....
$375
.. S485
MONITORS
$115
$155
$329
$689
USI (Amber) $169
AMDEK
V300 $139
V310IGRN-IBMI .... $169
V310-A(Arriber.lBM) .$169
COLOR I $309
COLOR II $630
MODEMS
HAYES NOVATION
Micromodem II $269 Apple-Cat II $299
Stack Smartmodem . $215 212 Apple-Cat $569
Smarlmodem 1200 . . $519 0-Cat $155
ANCHOR AUTOMATION Signalman I or II $79
ACCESSORIES
W'CO(Joy) $23 WicofT-Ball) $49
(48K)
NEW64KATARM200
nAMDISK(12BK) , S378
BIT 3 - 80 CDL. BOARD S279
400 KEYBOARD (In Home) $95
BIO DISK DBIVE .... $419
410 RECORDER J74
S50 INTERFACE .... $1B4
400 COMPUTER .... S219
Einertiinei t6E
Communicatiir $29B
3ZK RAM (Mosaic)
32K RAM (IntBC) .
32K MICROTEK . .
48K|ll1tBC/4D0)
Eduialor S112
Pfogtaittiiwr J52
Single Density Master $399
Double Density Master $539
Double Density Dual $859
Dbl Sided Dbl Density Master $659
Dbl Sided Dbl Density Dual $949
ADVENTURE INFL
Rear Guard ID) $17
Adv. 1-12 each (C) $18
Preppie(C/0) $20
Di5key(0} $33
APX
Eastern Front IC/D) $23
Fam.Cash Flow(D) $17
747 Land Sim. {C/Dj $17
ATARI INC.
Fig-Forth (C) $30
Gafaxian $32
Delender $32
ET , $36
Microsoft Basic (D) $65
Macro Ass. 4 Edil.(D) , $65
Assembler Editor |R} ... $45
Basic Cartridge (R) $45
PacMan(R) $32
Centipede (R) $32
Caverns of Mars(D) $28
Missile Command (R) .. $27
Star Raiders (R) $32
Conv. Lang.Ea. (C) $44
Music ComposerlR) .... $31
Super Breakout {R) $27
My First Alphabet (D) .. $26
Prog, 2 & 3 (ea.)(Cl $21
Word Processor (D) ...$107
Pilot (Educ) $98
Touch Typing (C) $19
Home File Mnnr(D) $37
AUTOMATED SIMUL.
Monster Maie(R) $27
Invasion Orion |C/0) ....$18
TempleotAps.(C/Di ... $28
Star Warrior |C/D) $28
Dragon's Eye (0) $20
Crush Crumble (C/D) ... $20
AVALON HILL
Empire of Over(D) S23
B-1 Nuc. Bomber (C) ....$12
BRODERBUNO
Apple Panic |C;D) $20
Star Blazer $22
ChoplilterlO) $23
DATA SOFT
Text Wizard II (0) $65
Graphics Gen. (D) $17
BasicCompilBr{D) $65
Zaxxon{C/D) $28
EDU-WARE
Compu-Read (D) $21
Compu-Maih Fr. (D) $28
Compu-MalhDec. (D) ,$28
INFOCOM
Zorkl. Ilof llljDl $27
Starcross , $27
Deadline (0) $34
JV SOFTWARE
Action Quest (C/D) $20
Ghost Encount. |C/D) ,. $20
KBYTE
Kra2y{each) $34
LJK
Letter PorfBct(D) $104
Dala Perfect (D) $74
ON-LINE
Wiz& Princess (D) $22
Crossfire (C/D) $20
Frogger (C/D) ,.„ $23
Ultima 1(D) $27
Ultima 11(D) $39
Jawbreaker (C/D) $21
Crossfire (R) $28
OPTIMIZED SYSTEMS
Max.65(D) ....$58
Basic A -1- (D) $58
ROKLAN
Qorl(D) $27
Gorl(R) $30
Wizard otWor ID) $27
Wizard of Wor(R) $30
SIRIUS
Space Eggs (D) $20
Sneakers (D) $20
Way Out (D) $27
Bandits (D) $23
Fast Eddy(H) $27
SPINNAKER
Snooper Troops #1 |D) , $30
Snooper Troops #2 (D) . $30
Slorm Machine (0) $23
Face Maker (D) $23
STRATEGIC SIM.
Shattered Alliance (D)
Tigers In Snow (C/D)...
Battle olShiloh (C/D) .
Battleol Norm. (C/D) ..
Galactic Gladiator (D)
Cytron Masters (D) ....
SYNAPSE SOFTWARE
FllaMngrSOO-i- $65
Protector II $23
Shamus|C/D) ,. $23
Nautilus (C/D) $23
Claim Juiinp(C/0) $23
THORN EMI
Jumbo Jet (R) $34
Submarine Comm.(R) .$34
MISCELLANEOUS
All Baba(D) , $22
Miner 2049Br(R) $35
Kid Grid (C/D) $20
Pool 1,5 (D) $23
Raster Blaster (D) $20
SamC) ...$41
GalaclicChase(C[ $17
Warlocks Revenge (D) . $24
Visicalc(D) $169
3-DSupergraph(C/D) ..$29
StarbaseHyp(D) $17
PogoMan|C/D) $27
Airstrike|C/0) $28
Sammy Sea Serp. (C) ... $13
Pinball(D) $20
.$28
.$28
-$28
.$27
.$27
.$27
Z commodore
. $99
. $69
. J7S
$129
VIC 64 CALL
VIC 20 $177
1541 DISK DRIVE ... CALL
1525 PRINTER CALL
1530 RECORDER $59
1600 MODEM $87
ieK RAM $8S
VIC SOFTWARE
Avenger $23
Superslot $23
Super Allen $23
Jupiter Lander $23
Draw Poker $23
Midnight Drive $23
Radar Rat Race $23
Raid on Fort Knoi $23
Sargon II Chess $29
Super Smash $23
Cosmic Cruncher $23
Gorl „ $29
Omega Race $29
Money Wars $23
Menagerie $23
HES Software
VIC Forth (R) $45
HESMon(R) $29
Turtle Graphics (R) $29
HES Writer IR) $29
Aggressor |R) $29
Shamus(R) $29
Protector (fi) $33
Synthesound(R) $49
Skier 10 $15
Mazeof Mikor(C) $15
Tank Wars (C) $15
VictreklC) $15
Plnball(C) $13
Simon (C) $13
Fuel Pirates (C| $13
Pak Bomber (C) $13
Laser Blitz (C) $15
Tank Trap (C) $15
Concentration (C) $13
DamBomber(C) $13
Cosmic Jailbreak $23
Clowns $23
Garden Wars $23
Sea Wolf $23
Adventureiand $29
PirateCove $29
Mission Impossible $29
The Count $29
Vootfoo Castle $29
TheSky Is Falling $23
Mole Attack $23
Bingo Speed Malh $23
Home Babysitter $23
VIslbleSolarSystem... $23
Personal Finance $29
UNITED MICROWARE
Spiders otMars(R) $34
MBleoraun(R) $34
Amok(C) $17
Allen Bliti(C) $17
SkymathiC),..,. $12
Space Division (C) $12
Super Hangman (C) $14
The Alien (C) $17
3D Maze (C) $12
Kosmic Kamikaze (C) „ $17
SubChase{C) $17
Amok(R) $27
Renaissance (R) ,. $34
Allen Blitz (R) $27
Cloud Burst (R) $27
Satellites (R) $34
Oulworld(R( $34
COMPUTERS
802
TELEVIDEO
. S2595 802H $4445
64 K RAM
780 KB Disk Storage
Word Processor
Ultracalc CP/M
C- Basic Software
EAGLE II $2329
EAGLE IV (lOM Byte Hard Disk) $4299
NEC
PC-8001 Computer $709
PC-a012 I/O Unit $469
PC-8031 (Dual Drive) $709
NORTH STAR
Advantage $2595
Advantage (5M Byte H.D.) $3799
TRS-80
MOD III (2 Drvs, 48K) $1649
COSMIC
COMPUTERS
UNLIMITED
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1540 DISC DRIVE (VIC 20) 279.95
1541 DISC DRIVE (64) 299.95
1525P PRINTER 289.95
VIC TELEPHONE MODEM 89.95
RS 232 TERMINAL INTERFACE 42.95
IEEE.488 INTERFACE 86,95
VIC8K MEMORY PAC 36.95
VIC 16K MEMORY PAC 79.95
MOTHER BOARD 89.95
VIC 3K SUPER EXPANDER 52.95
VIC PROGRAMMERS AID 42.95
VIC MON 43.95
ATARI
ATARI400W16K 229.95
ATARI 800 W48K 589.95
ATARI 410 RECORDER 59.95
ATARI 810 DISC DRIVE 419.95
ATARI 830 ACOUSTIC TEL. MODEM - - - . 139.95
ATARI 850 INTERFACE 129.95
ATARI 822THERMOL PRINTER 269,95
ATARI 16K MEMORY EXPANDER 59.95
PRIMTERS
OK DATA e2A 139.95
CENTRONICS 1 589.95
EPSON MXaOFT 429.95
NEC 8023A 439.95
INTERFACE MODULE
SERIAL INTERFACE 139.95
PARALLEL INTERFACE 149.95
RS232 CABLE 36.95
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MONITORS
AMDEK COLOR 1 319.95
ZENITH 9" 99-9S
BMC 13" COLOR 279.95
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HAYES SMARTMODGM 199-95
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DISC DRIVE FOR COMMODORE 64 . . . 789.95
WE CARRY ALL BRANDS OF PERSONAL
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development seminars, profes-
sional advancement courses, a
business communications sym-
posium, and 20 problem-solving
sessions. The keynote address is
"Information Resources - Strate-
gic Direction for the Eighties,"
by Dr. Leonard Liu, Vice Presi-
dent, Office Systems and Pro-
grammable Workstations, IBM
Communications Products Divi-
sion, White Plains, New York.
Among the topics to be covered
in the problem-solving sessions
are; computer feasibility and
selection, word processing
equipment selection, software
applications, skills and perfor-
mance assessments, productiv-
ity, supervisory techniques, of-
fice networks, and more. For
additional information, contact
the organizer, Cahners Exposi-
tion Group, Cahners Plaza, 1350
E. Touhy Ave., P.O. Box 5060,
Des Plaines, IL 60018, {312)299-
9311.
April 6-8, Raleigh, NC; April
28-30, Cambridge, MA; June 9-
11, Watertown, CT. Microcom-
puters in Education, a series of
hands-on workshops sponsored
by Technical Education Research
Centers (TERC). The workshops
are designed for teachers and
administrators at all levels;
hands-on experience with the
computer is emphasized, and a
variety of microcomputers are
used. Topics include: overview
of educational uses of microcom-
puters; microcomputers in sci-
ence, and math, instruction;
administrative uses of micro-
computers; Logo, Pascal, and
BASIC; machine language;
microcomputers as laboratory
instruments; and microcomput-
ers and the education of special
needs students. For information
on these workshops, contact
Ms. Sharon Woodruff, Director
of Training Services, TERC, 8
Eliot Street, Cambridge, MA
02138, (617)547-3890.
April 8-9, New Hampshire
Hotel, Concord, New Hamp-
shire. The Second Annual
Microcomputers in Education
Conference, sponsored by the
New Hampshire Association for
Computer Education Statewide
(NHACES), New Hampshire
State Department of Education,
and New Hampshire Facilitator
Center. The conference is open
to the public. It offers computer-
related presentations, vendors
displays and demonstrations, a
hands-on-lab for reviewing soft-
ware, software swap sessions,
and over 20 common interest
sessions. The registration fee is
$12/day. For registration infor-
mation, contact Clint Cogswell,
Kimball School, Concord, NH
03301, (603)225-9681, or Anne
Knight, Computer Services,
Stoke Hall, University of New
Hampshire, Durham', NH 03824,
{603)862-3527.
April 9, Hampshire Educational
Collaborative, Northampton,
Massachusetts. The first confer-
ence of Massachusetts Computer-
Using Educators {MASS-CUE).
The day's activities will include
Software Expo '83, a program of
software sharing, demonstra-
tion, and review. An organiza-
tional meeting will also be held.
For further information, contact
Leonard Huber, Project Director,
Hampshire Educational Col-
laborative, 58 Pleasant Street,
Northampton, MA 01060,
(413)586-4590.
April 22-23, New Trier High
School-West, 7 Happ Road,
Northfield, Illinois. The third
annual Role of the Computer in
Education Conference, spon-
sored by Micro-Ideas. Keynote
speaker: Arthur Luehrmann.
Sessions cover literacy, BASIC,
Logo, word processing,
graphics, subject specific topics,
and many others. Registration
deadline: April 4. For further
information, contact the confer-
ence director, Richard F. Nelson,
Micro-Ideas, 1335 N. Waukegan
Rd.,Glenview,IL 60025,
(312)998-5065.
ROCK BOTTOIVI PRICES
PROCHAH UhHE
ADVANCED NJSIC SYSTEM
MX/DTRjn OH h BOAT
UrTAlL BALE
AE
24. 9S
34.9^
32. -^^
ALI BASA fc THE 4D THlErVES
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ALIEN SHARH J4.9'i
AKDRDMEDA (NEW CHPROVED} 29. 9S
ARHOR ASSAULT 3V.9b
ASTEBDIDS'ROM 34. y.
ATARI ASSCHaLEA EDITOR S9.9^
THE ATARI ASSEMBLER-BOOK 52. 9i
ATARI BASIC 59. 9i
ATARI BASIC RCT MANUAL 50. 9&
ATARI BASIC-BOOX 10.95
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ATAHI I1C«£ MAHAGEH HIT 7'9i^95
ATARI MACHO ASSEK/TErT ED B9.95
ATARI MICROSOFT BASIC 89,95
ATARI MC'SIC CO«POSER-RC« 39.9i5
ATARI PILOT HOME PKG-RDK 79.95
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ATARI PHOGRAMMEB KIT 69. 9S
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DATALlWK
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74.95
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59,95
79,^5
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99.95
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19.95
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49.9^
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34,95
34*95
34.95
29.95
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35.95
57.95
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RClORf *LfT><*VED NETlftCft*
5
for fast delrvery. sand certified or cashier
Checks, money orders, or direct bank wire
transfers. Personal checks allow 2 lo 3
weeks lo clear. Prices reflect cash discount
and are stibiect to change. Add 2'''i> lor credit
card purchases. Shipping— Software S2
Minimum. Hardware— call. Foreign inquiries
invited— add )5% for shipping. Ohio resi-
dents add 6.5% sales tax.
5485 Warrensville Center Road
Cleveland, Ohio 44137
216/663-2032
Call Toll Free
1-800-482-7254
outside Ohio
Mon.-Sat. 10-6 EST
April 22-24, Hanalei Hotel, San
Diego, CA. The semi-annual
national meeting of the UCSD
Pascal User's Society. The meet-
ing will feature technical presen-
tations, hardware and software
demonstrations, language tuto-
rials, special interest group
meetings and software library
exchange. Non-members are
welcome. Pre-registration ($25,
before April 8) should be mailed
to: USUS Meeting Committee,
P.O. Box 1148, La Jolla, CA
92038. Registration at the door
($35), beginning at 10 a.m., Fri-
day, April 22.
April 27, 9 a.m. to 4 p.m.. Ball-
room of the Holmes Student
Center, Northern Illinois Uni-
versity, DeKalb. Software Fair,
sponsored by the University
School of Education. Purpose of
the Fair: to introduce teacher
educators, teachers, and admin-
istrators to the software currently
available for instructional pur-
poses. For additional informa-
tion, contact Louise E. Dieterle,
Associate Dean of the College of
Education, Northern Illinois
University, DeKalb, IL 60115,
(815)753-1949, or Howard Swan
and Pete West, Learning Center,
Northern Illinois Univ., (815)
753-1241.
April 28-30, Washington, DC.
Ed -Com/Spring '83, a national
computer conference and expo-
sition for educators of all levels.
More than 300 session hours
featuring demonstrations, semi-
nars, hands-on sessions, panels,
and MicroCourses. For further
information, contact Carol
Houts, Judco Computer Expos,
Inc., 2629 North Scottsdale Road,
Suite 201, Scottsdale, AZ 85257,
toll free outside Arizona
(800)528-2355; in Arizona
(602)990-1715.
April 29-30, Mesa Community
College, San Diego. "Com-
puters and Learning: Something
for Everyone," the third annual
CUE (Computer-Using
Educators of San Diego) spring
conference, designed for
teachers and administrators in
both public and private schools.
Applications of computers from
kindergarten through the two-
year college will be presented.
On-site registration, or pre-
registration (by April I) with:
Darlene Tydlaska, 11419 Menkar
Place, San Diego, CA 92126,
(619)556-0043. The conference
director is Barbara Chumbley,
National School District, 637
Euclid Lane, El Cajon, CA
92021.
May 14, Penn State University,
Hazleton Campus, Hazleton,
PA. Second annual NEPACC
(Northeastern PA Computer
Club) Compufair '83. Features
workshops, vendor booths, dis-
plays, etc. For information, call
(717)454-8731.
May 14-15, George Brown Col-
lege - Casa Loma Campus, To-
ronto, Ontario. The second an-
nual TPUG (Toronto PET User's
Group) Conference. Activities
include: disk copy sessions of
Club library (1500-1- programs);
Butterfield Machine Language
Workshop; exhibits of hardware,
software, accessories; a trader's
corner for used equipment. For
further information, contact
Chris Bennett, TPUG Corres-
ponding Secretary, 381 Lawrence
Ave. West, Toronto, Ontario,
M5M 1B9, (416)782-9252.
COMPUTE! wckonwf notices of up-
coming events and requests that the
sponsors send a short description, tlieir
name and phone number, and nn address
to ivhich interested readers mail write for
further inforniatioii. Please send notices
at least three months before the date of the
event, to: Calendar, P.O. Box 5406,
Greensboro, NC 27403.
New Product releiwes are selected from ^iih-
missions fur reastms iif liiiieliitess, avnilablc
ipacf, and ^i;cncrid iiilcrest to our readers. Wc
re'^ret that we are nimble lo select all iieie
product tiubniissioiifi /iw piiblicatioti. Readers
should be aimre thai u<e present Iterc some
edited version of material submdtcd (m/ ven-
dors tmd arc miable lo iviich for its acciinuy
tit tinieofpiihlicatioti. @
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NEVER
INVEST IN
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AGAIN!
unless you can "test" it first
United Computer's SOFTWARE RENTAL LIBRARY
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CBS
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MONKEY WRENCH II $52.75
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SEA DRAGON $24.75
IDSI
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POOL400. - $29.75
SPEEDWAY BLAST $29.75
GAME STAR
STARBOWL FOOTBALL $ CALL
BAJA BUGGY $24.75
ROKLAND
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GORF $29.75
DELUX INVADER $28.75
THORN EMI
SUBMARINE COMMANDER .. $35.75
JUMBO JET $35.75
KICKBACK $35.75
SOCCER $35.75
SYNAPSE
SHAMUS $24.75
SLIME $24.75
BUSINESS SOFTWARE
LETTER PERFECT $1 1 5.75
LETTER PERFECT (ROM) $1 59.75
DATA PERFECT $75.75
TEXT WIZARD $79.75
SPELL WIZARD $84.75
FILE MANAGER 800+ $69.75
BIGS
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MONITORS
JOYSTICKS
ex 40
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EXTENSION CORD
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NEC JB1201 $155.00
NEC TCI 201 $315.00
AMDEK 300G $1 59.00
AMDEK COLOR I $329.00
DYSTICKS
40
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add-on TV shelf $17.95
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CX*B2 EDUCATOR $119 00
0X483 PROGRAMMER $54 00
CX488 COMMUNICATOR $219 00
CX41 9 BOOKKEEPER $189 00
KX7104 ENTERTAINER $69^00
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CXL4012 MJSStLE COMMAND... SZe. 75
CXL401 3 ASTEROID $28.75
CXL4O20 CENTIPEDE S32.75
CXL4022 PACMAN S32.75
CXL401 1 STAR RAIDER $34,75
CXL4004 BASKETBALL $26.75
CXL4006 SUPER BREAKOUT ....$28.75
CXL4008 SPACE INVADER $28.75
CX81 30 CAVERNS OF MARS S31.75
CX410S HANGMAN $12.75
CX4102 KINGDOM $12.75
CX4112 STATES «
CAPITALS S12.75
CX4114 EUROPEAN
COUNTRIES S12.75
CX4109 GRAPH IT S16.7S
CX4121 ENERGY CZAR SI 2.75
CX41 23 SCRAM $19.75
CX4101 PROGRAMMING I $19.75
CX4106 PROGRAMMING II $22.75
CX4117 PROGRAMMING III S22 75
GLAXIAN $32.75
DEFENDER $32.75
JUGGLES $23.75
SPEED READING $55.75
CXL4O07 MUSIC COMPOSER... $33. 75
CXL4002 ATARI BASIC... $45.75
CX8 126 MICROSOFT
BASIC $65.75
CXL4003 ASSEMBLER
EDITOR $45.75
CX81 26 MACRO
ASSEMBLER $69.75
CXL401 8 PILOT HOME $65.75
CX40S PILOT EDUCATOR $99.75
CX415 HOME FILING
MANAGER $41.75
CX414 BOOKKEEPER $119.75
NEW RELEASES
ATARI 1 200
COMPUTER
THIRD PARTY SOFTWARE
EASTERN FRONT 1941 $25.50
OUTLAW/HOWITZER $1 5.50
WIZARD of WAR $31.00
GORF $31 ,00
FROGGER $26.00
CHOP LIFTER $27.75
APPLE PANIC $23.75
PREPPIE $1 9.95
STAR WARRIOR $28.00
CRUSH, CRUMBLE, 4CH0MP $23.00
SHOOTING GALLERY $1 9.95
VIDEO MATH FLASH S12.00
MY FIRST ALPHABET $25.50
SANA BUGGIES $24.95
TE(*PLE oI ASPHAI $27.95
UPPER REACHES
o( ASPHAI $15.00
TRACK ATTACK $23.00
STAR BLAZER $25.00
LABYRINTH $23.00
SEA FOX $23.00
POOL 1.5 $26,95
SPEEDWAY BLAST (ROM) $29,95
Q'* S34.7S
^ $39.75
TIMEWISE $23.75
PROTECTOR $24.95
NAUTI LUS $24.95
SLIME $24,95
SUBMARINE
COMMANDER (ROM) ,,,...... .$36.95
JUMBO JET
PI LOT (ROM) $36. 95
SOCCER (ROM) $36.95
KICKBACK (rootball ROM) $36,95
POLICY
I In-Stock Items shipped wilhin 24 hours o( order. Personal
I checks require lour weeks clearance before shipping. No
I deposit iDr COD orders, PA residents add sales tax. All products
I subject to availability and price change. Advertised prices
I show 4"^ discount offered lor cash. Add 4"c for Mastercard and
Visa,
PRINTERS
PROWRITER I $479.00
PROWRITER II $ CALL
0KIDATAe2A $419.00
OKI DATA e3A.... $639.00
OKIDATA84 $1029.00
OKIDATA TRACTOR $63.00
NEC 8023A $449.00
SMITH CORONA $589.00
STARWRITER $1475.00
PRINTMASTER $1675.00
PERCOM
SINGLE DRIVE ISD) $399.00
SINGLE DRIVE (DD) $549.00
DUAL DRIVE (DD) $869.00
DUAL HEAD (DD) $669.00
FLOPPY DISKS
MAXELL MDI $34.00 I
MDII $44.00
ELEPHANT $21.00
BASF $19.00
CASSETTES (3) $3.75 |
DISK LIBRARY CASES $5.75
Book of ATARI
Software
(346 pages) ..$19.95
MEMORY
32KRAM $79.00
48K RAM ..." $CALL
64KRAM $CALL
rO ORDER
CALL TOLL FREE
J 800-233-8760
|ln PA 171 7 398 4079
or send ord«r to
Lyco Computer
P.O. Box 5088
[ Jersey Stiore. PA 177401
ix
Now.. .You Can Monitor
7 Most Important
RS-232 Interface Lines
Hj^ Made in America
RS-Z3Z-INTERFACE TESTER
connects in series wiin any RS-232 Interface. LED's clearly
display siaius ol 7 (unctions: transmit data, receive data,
request to send, clear to send, data set ready, carrier tletect,
data terminat ready. Requires no power: may de left in psr-
manenfly. Satisfaction guaranteed ORDER NOW! 0nlyS39JS
ptuK S1.75 fftr postage and iian^jling. |tL res. add 5^/r saes
tax): we accept MC. Visa. FREE" illustrated catalog of protilem
detecting equipment Pnone B15/539-5827, Make ctieclts
payable to:
B&B electrnnins
BDX475C. MENDOTA, IL 61342
C64 FORTH
for the
Commodore 64
Fi^. -Forth implementation includtnE:
• Full fraturt' screen editor and assembler
• Forth 79 Standard Commands wiih
fxtenjions
• Hi^h e^oliition, 16 color chnracter and
sprite graphics
• Full I 'O allowing IEEE cartridpe and Basic
data file compahility
• Thrtre voice tone anJ music synthc'Si^tT
• Detailed manual with examples and
BAS]t:-FORTH cunversions
• Trace teatuTc fur DebuHSind
$99.95 - Di&lc Version
(VCorkswirh 1540 or 1541 Diskl
or Cassette Version
(CnmmoJuro 64 l-i a traJrmarlt oi t'lmmiojorcl
PERFORMANCE
MICRO PRODUCTS
770 Dcdfiam Street. S-2
Canton, MA 02021
(6171828-1209
Vei'batim®
Dislkettes
■^^^^^-^J^kw^^'
Top-qLafity Verbatim-' Diskettes
from Tech'Data, your complete
word .md data processing supply
center Dealer inquiries invited.
Call Toir Free ^
1-800-237-8931.
In Florida, call
813-577-2794. y
XI
Tech 'Data Corporation
3251 Tecri Drive North
St Petersburg. FL 33702
SOFTWARE
COMMODORE 64
The Staff: Polyphonic Music Editors generator.
Enter up to 93 measures of 3 pan harmony on
easy to jsq graphic display. Disk: $22.95 lor 64,
$17.95 lor VIC. Tape: S19,95 (Of 6d, $14.95 tor
VIC. Add 51.50 for Postage and Handling.
Check or Vjsa. Master Card accepted.
VUe have a large selection of software for the
64"WQrd Processors. Data Base, Mailing List.
Accounting Pacitage. Spread Sheet, Education-
al Applications. Home and Personal Record
Keeping, Programmers Aids, Games.
ASK FOR FREE CATALOG
PROFESSIONAL MICRO SERVICE
100 W. 22nd St., P.O.B. 7268
Baltimore, Md. 21218
301-366-0010
Dealer inquires invited.
Commodore 64 is a registered iraflemarkof
Commodore Business Machines.
IMEX
SINCLAIR
1000
SINCLAIR ZX8J
^^ :;■ SOFTWARB
:.GAtt.C}R.W(RITEFOR:J
SDFTSYIMC^INC
14 E. 34th St. NY, NY 10016
212-685-2080
LEARN ASSEMBLY
LANGUAGE -VIC-20
OR COMMODORE 64
1he !00 nagc Dooh talces you ttirougO
assemljly language programmlr^Q
step-by-steo using many examples
Software included is m assembtef for
an une<panded VIC-20, and
an EXTENDED assemWer (in-
cluding k^ACnoSl for an ei-
panded VIC-20 or COMMO-
D0FIE-&4. i lull MACHIflE
CODE MONITOR and a com-
plete BIWARV-HEX tutorial
and exerciser
MCWISA ACCEPTED
Complete Pacluge
(Book and Soltwarel..
S29.95
plus S3 OO CD5:a!3?
Alio Availabte VIC ,., „,
MtCHINE LANGUAGE GUItlE $3.95 .11.'!. S^ 00 poslig;
US
ifwyTTiinn
nm mi'
P.O. Boi 7211. Grand Rapids. Ml 4951D
Telephone: (616) 241-5510
PRINTER RIBBONS
lop qtialtty low prices
For Each
ATARI 820 |l)lck.rd.grn.brwn,prpl) S 500
ATARI 825 (black) 3 for 10.50
EPSON MX80, SOFT, 70 (black) 7 50
EPSON MXlOO (cartridge ■ black) 14,75
CENTRONICS 739 (Zip-Pack -bik) 3 (or 12 50
CENTRONICS 737. 739(spool-blk> 3for 10,50
CENTRONICS 101 (black) 6.00
DIABLO HYTYPE II (nylon - black) 6,50
OKIDATA 80. 82A.83A,8't (black) 3 for 10,50
TRS 80 Lineprinter 1,11.1V (black) 5.00
TRS 80 Lineprinter III. V (black) 10 00
Tl 810 (black) 3 for 12.00
Tl 820 (black) 5 75
C.!TOHSTARWRITERF-10(nylon-blck) 5.75
IBM 5256,3287.4974 (spool - black) 3.25
ESD p.o. box 952
Cleveland, oh 44120
Add SI .00 S&H tor each 3 ribbons or less
(SI 1-3,52 4-6: etc.), WRITE for OTHER
COLORS and PRINTERS^ (OH incl. sis tx)
Largest Selection of
Computer Books
on the east coast
Books shipped within 24 hours
Toll-free order line
Retail discounts + terms
Individual orders accepted
(prepayment required)
We stock the latest books from:
Addison-Weslev
Alfred Dililhium
Arcsoft W.H. Freeman
Ballinger Harper & !?ou
Birkhauser Hayden
Br.iriy McGraw-Hill
William C. Brown Osborne
CB! Que
Chilton Howard W. Sams
Compusott Sybex
Compute! TAB
Creative Computing Weber
Design Enterprise )ohn Wiley
Call or write tor our complete catalog
THE BOOK CARRIER
9121 Industrial Court • Gaithersburg, MD 20877
301/258-1177 a00,!'638-4108
284 COMPUni April 19S3
COMMODORE 64s
SHOOXINO OAI_L.ERV
lOOX MACHINE CODE
DEALSK DISCOUNTS
AVAILABLE
EMERALD SOFTWARE
122 BANGOR STREET
LINDENHURST, NY 11757
(516)226-5849
' "7^ S(»eet€4t i^^une
tH fMmf
<AINipY-MAIV
6Mt^$2^^^ OH coMette
AN ARCADE-STYLE GAME
lOOSj Machini
F L'liludiiyre'ai-time
ulaycr option
Avap>>ibl(}^of all
PET comfiuiefS
witft BK o' moie
of memojy
Please «.pecity
ROM lypc and ^Qf
BO column dtSplciy
516-379-d2BO
Star Software
e Language— Non-stop Action
o o o o o o
— a&t:^!
> o c o o d
T O O CI o 0 □ ] fo
3 O t . -I ti U •'.'
c ooo
C-OOOOOOOOOOOQOOOOO
o cri ti i:^ zzi o U o ' ^ "^ rP °
■ o h;ioooood»^
^COOOOOaO OOOQ oo
Cirtyii^'im St> SJhwr»
yfjl^* THE MOST COMPLETE LIST OF
EDUCATIONAL COLOR COMPUTED -^
PPOGflAMS iH THE UNtTED STATES
SRQO
A partial lial ~
■ Add * Biotogy
• Algetjra • weaihej- Fofecasiei
• Alphabet • Physics
• Planeiary Posiiions
• Flash cards ior Gciman. French.
Spanish States and Capitals
Programs (or — TRS 80 Color Computer.
VIC 20. Alan 400. Tfrnex-SirlClair
Many morel From Kmdergarien rhrougfi graduate
courses All cassettes ^6"^ each Write for tree list
MOSES ENGINEERING COMPANV
P O 9d« MOJS* Ardmo'e Hwy Slalion
Hunlsville. Alabama 35S05
(205) fi37-3356
Apple 11 + Paper Tape I/O ts This Easy
10101011010001010:.:.:.:.::.::.:.:.::.:.:
01010101010010100.:.:.:.:.::.:..:.::.:.:
One minute you're without, the next you're
up and running! Just plug into your APPLE
II PLUS. A neat and complete package.
• Model 600-1 Punch — 50cps, rugged
• Model 605 Reader — 150cps
• Parallel Interface Board/Cable
• Data Handling Program
Code conversion available. TRS-80 pack-
age soon. ADDMASTER CORP. 416 Juni-
pero Serra Dr., San Gabriel, CA 91776 *
213/285-1121.
Write for your
free catalog of
Software
and
Books
for your
PET, VIC
and
Commodore 64
TIS, inc.
Box 921 Dept. C
Los Alamos, NM 87544
UNICALC
SCIENTIFIC CALCULATOR
PROGRAM FOR
VIC.20
• CALCULATOR DISPLAY
• TWO MEMORY REGISTERS
• ARITHMETIC. TRIG. ETC.
51c, CASSETTE $7.95 * 75c SHIPPING
MN RESIDENTS ADD 6', TAX
VIC-20
ALLEGIANCE ENTERPRISES
PO BOX 3939
WHITE BEAP LAKE. MM 551 10
I.ISI or OiHEH SOFTWARf-: \-HfJ
UFALhKS SOUGHT
|VIC-2D INTERFACING BLUE BOOK
Did you know ifial your VIC can be used to |
3 control a 99c toy motor so effectivej/ (hat ii
runs fikea precision machine? Or !tia I you can
bjild an accu/ate digital Ihermomeier using
the VIC ana four pans cosling less tfian 55"*
These and other IS mierfacmg projects
selected lor uselulness, ease of construction
and law cost are detailed in the VIC20 Inter
facing Blue Book, a verilable gold mine of prac^
lica] information or how to bufid a variety of in-
terlaces for your compuler.
Projects include: Comecting ViC to youi
stereo; Pickproof digital lock: Capacuan::e
meteT. Liquid level sensor. Telephone dialer.
Voice output. BK/I6K RAM/ROW expansion;
l2aK RAM e;(pansion. flbtt preciginn OfA: Sbti
AID converter; MX-80 interface and morf!
Written tiy a coJIege professor m a Inendly
and mformaipve style, the Slue Sook gives you
theory ol operation, schematics, program
listings, pans list, cof>slruction hmts and
sources of matenaiis tor each one of the 20 pro-
jects
f you want to get the most out ol your VJC
this book IS a must Cost is Sid.gSiress than
?5c per Dfoiect'i Price includes postage
micrnsignal oepic
PO. BOX 22
MILLWOO[> HY
PERSONAL PERIPHERAL
p>ipj PRODUCTS presents:
J^^SPEAKEASY
VIC-ZO
SPEECH
VIC-ZO
SPEECH
CARTRIDGE & "VOCAL CHORD"
SOFTWARE S79.95
Watch ma/or sollware houses tor pio
duels whict} aie decoaed Ini SPEAKEASY
ALSO: BARE BONES BOARDS
16K Ram Expander For VlC-20 Kit S49.95
Assembled & Tested S64.95
3 Slot Expansion Board for VlC-20
Switched and Fused Kit S24.95
Assembled & Tested S34 95
Ann S? 00 Inw n.npi H.innlinain Br'-uHTK Am- n S.iH". I.i.
PERSONAL PERIPHEflAL PRODUCTS
——I P 0 BOX 3423 rrZl
■ 1 FOX VALLEY MALL *~^-^
AURORA IL 60505* (3121 961-2347
ViC 1.'^ A IRAnFMAHK or CUUMDRORf
RAM
For ATARI
4BK RAM BOARD FOR THE 400
with LiletJme Warranty
• Highest quality available
• Reduces pow^r consumplion
• Reduces heal
48K Board i4oo> $150
32K Board nmymo) $ 90
16K Board (8oo» $ 60
fflff SHIPPING ANYWHERE IN USA
Intec
Peiripherals
Corp
906 e Highland Ave.
San Bernardino. CA 92404
ZS (714) 881-1533
ATARI AiX> €0<} ,•'>- Tidriam
April 19B3 COMPUTE! 285
SOFTWARE SUPER SAVINGS
Apple-Atari-IBM
\
3i>. ^n
oi
^
s
oi
o
w
M
M
CA
The Caaiputar CHprcii i-s b> m> n-a
©(313)528-1554 t,„ -i .»«
Ha^v ChB-pa Vlu Cfiac I. j . JWomt Ordwa CCO's Kf<B«t*4
AfU J2.00 iM^OCrig Iketds^n r>«iMMntl Md 4N Ml*! Ill
Intelligent Software For
AH Commodore Comptiters
Copycalc is an offordable elecfronic spreod-
sheel which turns your video screen into a win-
dow on a matrix of numbers. Cufsor around ttie
matrix, enter numlaers; the totals reflect the
changes. You can save the motrix to disk cr tape,
or print it or your printer. For S20 (S 15 with cnother
program), this program might Justify the cost of
your computer. Requires 6k RAM; smaller version
available for a standorct VIC.
Word Proceuor Plus was not designed to loe
an expensive toy; it was designed solely to focil-
itate correspondence, for a wide range of per-
sonal and business uses, quickly and easHy. with
a minimum ot training and frustration on the (Xirt
of Ifs user, and at the least possible cost, both In
hardwore and software. The most thoroughly
tested, useable word processor ovaliobie at
anywhere near the price, S25; 10k RAM, printer
req'd.; RS-232C version available tor VIC and 6d.
Also available: Boseball Manoger, a sports-
documentation program; and Invenlory, a
perpetuol Inventory control program for a small
retail business (various reports, multiple vendors);
S30 each; 10k RAfvl req'd.. printer suggested.
Prices include documentation and shipping;
Calif, residents odd 6%. Pleose specify ha-dwore
configuration when ordering, Sorn/, no games
avoiiobi©.
William RobbiiM. Box 3745. San Raloel, CA 94912
EXPANDER
for VIC : 20
*****5SL0TS*"**
Use VIC MON, 8K Memory,
16 K Memory,
SUPEREXPANDER,
PROGRAMMERS' AID,
Other I/O Devices
S55.00
**NOTFOR"
MULTIPLE ROM GAMES
Ferris Associates
P.O. Box 68421
Indianapolis, IN 46268
(317)297-0842
Dealer Inquiries Invited
Master Card & VISA accepted.
5450"° WEEKLY
working one or two
hours a day with your
personal computer.
GUARANTEED. Simple
program process. No
special skills or ex-
perience. Free
details/application.
BOND INDUSTRIES
7115 Blanco Road
Dept. 114-178
San Antonio. TX78Z16
VIAC
VIC INTERFACE lo ANY CASSETTE
This adapter wri ailow you lo connect most any audio
cassette recorder lo the VIC-20- COM-64-, PET".
CBM" or any Commodore Computers that interlace with
Ihe Dalasetto' Although the VtAC is an alternaliwe lo
the Datasettc, it can be a powertui enhancemont to yoor
system providing new capabilities
* Recofd vef tial remaiks directly on program tape, save
memory space antj run undei piografn control
•Selectable Read Write Polarity allows your cassette to
be compalable with most any olher cassette including
the Dalasette
• Allows playback ol audio tape lo tape duplications
made with another cassette rfluch more' This is the
original one as leatured m the Now Products section ot
COMPUTE' (Oct 821 Olher adapters do not have the
lealures and capabiimes ol the VIAC Sim only S49 95
New' The VAAB Video Audio Adapter Bo« This device
in conjunction with Ihe VIAC Will allow you to playback
the audio portions ot your Vic S 64 tapes directly through
the TV or monitor speakei and connect to Video Re-
corder input Amaze you r Iriends. add your own voice to
your programs then play it back through TV speaker
CoTnglete instructions included
AH this lor only S24 35. Kit S15 95. Plans only S5 95
Combo Special VIAC VAAB S67 50
Include SJ 50 Shipping order
Check, money order. COD(-t200), Visa MCI +4° = l.
Caiil( + 6"=lax)
INTEGRATED CONTROLS (714t641-0iei
1240-L LOGAN AVE. Dealer Inquiries Invited
COSTA MESA. C A 92626 -TH of Commoflore
VIC
BE A COPY CAD
(CASSETTE AIDED DUPLICATOR! NOW YOU CAN
rviAKE BACKUP COPIES of all the costly.
NON-SAVEABLE CASSETTE PROGRAMS '^OU
BOUGHT.
OUR BACKUP V1 .0 UTILITY PROGRAAil WILL
LET YOU MAKE DUPLICATES THAT RUN.
BACKUP VI ,0 WfILL WORK WITH A STANDARD
5K Ut^EXPANDED VIC. MEtvlORY EXPANSON IS
RgOUIRED TO COPY PROGRAMS LONGER THAN
3K BYTES.
S24.95
PLUS sa.oa shipping & handlins
CENTER LINE MFG. INC.
P.O. BOX 205
MILFORD SQUARE. PA 18935
(2151 536-2135
VISA. MASTERCARD, AND MONEY ORDERS
PA. RESIDENTS ADD 6% SALES TAX.
VIC IS A TRADEIVIARK OF COMMODORE
VIC 20*-C/64
"UTILITY" FILE
ELECTRIC-GAS-WATER-OIL
RESIDENTIAL-COMMERCIAL
Enter meter readings and costs for any time
interval. Calculates and displays readings,
average dally usoage. costs tor reading
interval, also projected cost estimates-
Additional entnes require minimal input witti
data file. Printer option included
FABTRONICS
51 Quarry St.
Brockport.N.Y. 14420
Specify V,20 or C 64
Cassette S1 7. 95 + SI.OOS&H
Ctieck -IVI.O--VISA-MC (include exp, date)
NY Residents add 7% Canadian add 15%
ZX.81-10D0 owners wnlB
Dealers inquiries welcome
'VICZOReq. +3K minimum
VirjO-C 6J Beg T M C B U Irf
COMMODORE 64
OWNERS ONLY
• SHARE • LEARN • ENJOY •
• Monthly Newsletter
• Public Domain Software
■ Reports of Recent 64 Articles
• Local Chapter Meetings
■ Product Discounts • Service Advice
■ Bi-Montfiiy Magazine • Advice on Training
• Annual Convention
• Memtjer Bulletin Board
Send Name, address,
phone no. and annual dues (S25) to;
Ttie Commodore 64 Users Group
Suite 100, Corporate West
4200 Commerce Court
Lisle, Illinois 60532
Or Call:
(312) 369-6525 (Weel^days
9:00am— 5;00pm— Central Time)
MASTERCARD OR VISA ACCEPTED
"An i nd«p*n(t«nt not-tOf-pf otit Of janizstlon' ',
286 COMPUTE! April 1983
VIC-ED
We are dedicated to supporting the VIC-20 and 64.
Write for a FREE CATALOG containing all our products
NEW ITEMS!
HARDWARE
UF>A-20 Standard Centronics Cable $19.95
Driver Listing Included!
UCA-20 Universal Cassette Cable S19.95
Use any cassette machine!
16K RAM/ROM Board Jumpered tor any 8K block
Socketed Board with support chips S18.95
Populated with 8K 549.95
Populated with 16K S79.95
2732 EPROMs for RAM/ROM Board Qi S7.50
3 Slot Memory Port Expander SI 4.95
SOFTWARE
WORDWIZ for the Unexpanded VIC-20 ... SI 4.95
A nice small Word Processor
Maiiing List requires 8K minimum S14.95
Sorts, selects, and prints labels
FREE DISASSEMBLER PROGRAM
when you send lor our FREE CATALOG. Please specify
maite and model computer wtlh your request.
WORLD ELECTRONICS
177 27th Street
Brooklyn, N.Y. 11232
A Division of Worid Intemalional Trading Corp.
r'* VIC-20 *
GAMEMASTERI
4 games on 1 cassette for sk vic-20
BACKGAMMON
A great game! Our best seller
BLACKJACK TUTOR
Not |ust 3 game! Teaches best strategy,
MAZE-MAN
Munching action. Key or joystfck.
CHECKERS
A defensive game,
$29.95
8K BACKGAMMON
4 Levels with Doubling.
$19.95
24hr Order line: 1(313) 4S6-e58i
Strtd chick or rnoney orOer plus Soc to
vi.a - RAR-TECH - mc
Box 761, Rochester, Michigan 4806S
^\ 'ViCRegistered Traoemarli of Commoaore f
UNIQUE & UNUSUAL
ATARP /APPLE
VIC-20 VIC-20
VIC-20 VIC-20
VIC-20
IBILL URITPF^/SUHMAf^VI
BILL WRITER/SUMMARY was designed
■far "horre" accounts on the VIC-20
COMPUTER. Four (4) options are
provided ranging -from viewing
monthly account data/checks on
the screen to printing monthly
account data/checits. You can use
your current personal checi;s. NO
SPECIAL CHECKS ARE NEEDED,
Accounts paid data can be written
to tape -for use with BILL SUMMARY
to provide yearly summaries of
accounts -for ta>: purposes. Tape
drive, ei:tra 16fC memory and BO
column printer required. To
order, mail check you will use in
printer to UHL RESEARCH
ASSOCIATES, INC., 7926 Earner St.,
Long Beach, CA 90B0B ■for $49.93
plus S3.00 shipping.
1^
T M I
1
^^^M Anadex ®
^^^ 9500 Nylon
^^^ Replacement
Cartridge Ribbons*
AnaaeM ^ 9500 Nylon Replacement Carlndges
monufaciured Oy Aspen Ribbons Inc . are now
avatabte (or delivery
Prices fonge from Sa 75 to Si 3 00 depencing
on the quanlitv ordered Colors ore availabfe, by
speciol requesl, lor on additional $2 00 pel
iibbon— cnoosefrom red, green, blue. Cxown.
or purple
Call or write for YOUP FREE CAIALOGUE'
"Aspen Ribbons Inc rs not affiliated wim
Anodex Inc
Aspen Ribbons, Inc, 1 70q n ssth street
BOulOer CO fi03Dl 27<?i (303)d4d-ilO54
End User Orders 800-525-0644
WtiolesQie Orders 800-525-9966 telex d5-0055
®
SOFTWARE- HARDWARE
You won't believe what the
ATARI & APPLE computers
can do! We handle some of
most EXCITING ATARI-
APPLE related products you
have ever seen!
CALL OR WRI TE FOR FREE CA TA L OGUE
THE PC & J GRAPHICS CO. INC.
P.O. BOX 108 DEER PARK, NY 11729
,^=| 516-667-8076 HBR
M:\\\h\V\
A FLIGHT SIMULATOR GAME FOR THE
CO\AMODORE 64* COMPUTER CAS-
SEHE OR DISK $Q500
A FLIGHT SIMULATOR GAME FOR THE
COMMODORE VIC-20- COMPUTER,
CASSEHE OR DISK. REQUIRES 8K
EXPANSION. HftOO
SUfilE 709 WILSHIRE DRIVE
•••■■ Ml PROSPEtl IL 60056
SanWARi 312/394-5165
-. i ,.'
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SOFT 3 i'jRRE
For Your Commodore 64
PERSONALITY ANALYZER
Answer 88 survey questions and get 9 read-out on
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Aprit19fl3 COMPUHI ZB7
Advertisers Index
Reader Service Number/ Advertiser Page
102Aardvark 101
103 AB Computers 108,109,111
104 Abacus Software 213,284
105 A- Bit-Better Software 203
106 Addmaster Corp 285
1 07 Adventure International .65
lOSAffine.Inc 156
109 Allegiance Enterprises 285
110 Allen Mocroware 203
111 American Peripherals 209
112 Anoheim Publishing Co 121
113 Anthro Digital 244
114 A-1 Computer Services 286
115 Apple Computer, Inc 10,11
116 Apple Country Limited 279
117 Apropos Technology 239
118 Aspen Ribbons, Inc 287
119 Atari, Inc 22
120 Atlantic Computer Outlet 272
121 Batteries Included 27.113
122 B & B electronics 284
123BL&W 102
124 Bond Industries 286
125 The Book Carrier 284
126 Boston Educational Computing, Inc, . 122
127 Br(&derbund Software 19,25
128 Canadian Micro Distributors 201,217
129 Cordco, inc, .,,. 185
130 Cass-A-Tapes 276
131 CBS Software 151
132.CE Software 244
133 Center Line Mfg. Inc 286
134 Centup/ Micro ., 253
135 Chameleon Computing 204
136 Comm"Dota 51
137 Th e Commodore 64 Users Group .... 286
13B Commodore Business Machines, Inc. BC
139 Communications Electronics 43,83
140 Compu Sense 211,241,253,267,274
141 CompuServe 48,49
142 ComputAbillty 131
143 Computer Alliance 237
144 Computer Case Company 267
145 Computer Express 286287
146 Computer Mail Order 116,117
147 Computer Marketing Services 197
148 Computer Mat 194
149 Computer Outlet 205,206,207
150 Computer Power Inn 250
151 Computer Products By Mail 132
1S2ComStar 275
153 Continental Software 73,103
154 Cosmic Computers Unlimited 277
155 Creative Software .,. 21
156 Data Equipment Supply 78,79
157DataFaire 191
158 Datamosi, Inc 57
159DotaSoftlnc 61
160 Data 20 34,35
161 Digital Interface Systems Company . , 106
162 Don't Ask Computer Software 155
163 Dynacomp, Inc 91
164DYTEK 253
165 EastcoQSt Software 235
166 Eastern House Software 271
167 The Education Circuit. Inc 152
168 Educational Software, Inc, ,,... 87,128,129
169Edupro 139
170 Elcomp Publishing, Inc 41
171 Embassy Computer Products 253
172 Emerald Software 285
173 English Software 268
174 EPVX / Automated Simulations 69
175 ESD 284
Reader Service Number/ Advertiser Page
176Exatron 53
177E>;pofek 274
178 Fabrotronics 286
179FCC,lnc 99
180 Ferris Associates 286
181 Foxfire Systems, Inc 253
182 French Silk 187
183 Ff outrunner Computer Industries 156
184 Gator Marketing Enterprizes Inc 275
185GenesisComputerCorp 22
186 GP Microsystems 241
187 Happy Computing 237
188 Horcourl Brace Jovonovich, Inc 107
189HardseI ..,.. 177
190 Harmony Video & Electronics 278
191 Heartland Software Distrl 267
192 Hewitf s Computer Shop 273
193 Human Engineered Software 186
194 Hytec Systems 103
195 In home Software 175
196 Intec Peripherals Corp 285
197 Integrated Controls 286
198 Intelligent Software 286
199 Interesting Software 221
200 Jensen Tools Inc , 31
201JMC 275
202Kalglo 104
203 Leading Edge IFC.IBC
204 Load 20 240
205 Luna Software 221
206 Lyco Computer 282,283
207 Macro Dynamics 223
208 Mailcomp 227
209 [MJagreeoble Software, Inc 74
210 Eric Martins 280
211 Merlin Enterprises 30
212 Microbits Peripheral Products 156
Micro Merchant 96
213 Microsignal 285
214 Micro Software International Inc 73
215MicroSpec 229
216 Microsystems Exchange .,,.. 236
217 Microtek, Inc 105
218 Micro-Ware Distributing, Inc 37
219 Micro World Electronix, Inc 221
220 M idwest Micro Associates 213
221 Miles Computing 237
222 MMG Micro Software 231
223 Monarch Data Systems 203
224 Mooseware, Inc 195
225 Mosaic Electronics 4,70,267
226 Moses Engineering Company 285
227 Nibbles & Bits. Inc 223
228Nufekop 39
229 OEM Inc 223
230 Olympic Sales Company 122
231 On Line Computer Centers of OKC 233
232 Optimized Data Systems 223
233 Optimized Systems Software, Inc 171
234 Oxford Computer Systems Ltd 153
235 Pacific Coast Software 161
236 Pacific Exchanges 132,163
237 PC & J Graphics Co., Inc 287
238 Percom Data Company, Inc 63
239 Performance Micro Products 284
240 Personal Peripheral Products 285
241 Pixell Software 241
242 PM Software 253
243 Powerbyte Software 166
244 Precision Technology, Inc 229
24SP.R.I.C.E 107
246 Professional Micro Service 284
247 Professional Software 1,9
248 Programmer's Institute 127,141
Reader Service Number/ Advertiser Page
249 Programs International 212
250 Programs Plus 179
251 The Program Store 172,173
252 Protecto Enterprizes . 149.167,195,227.240
253 PR Software 276
254 Psycom Software 287
255 Quality Computer 229
256 Quality Software 89
257 Quick Brown fox 31
258 Rainbow Computer Corporation .... 163
259 Rapidwriter [HD Manufacturing) 241
260Rar-Tech 287
261 Raymac Software Group 85
262RCE 115,273
263 Recorded Publications Laboratories . 276
264 RETCOM Systems, Inc 223
265 Richvale Telecommunications 81
266Romoxlnc .,... 22
267 Saura Computer Software &
Consulting 85
268 Si rius Software 15
269 SJB Distributors. Inc 199
270 Skyles Electric Works 77
271 Small Systems Engineering 159
272 Softsync. Inc 284
273Soffware Asylum, Inc 191
274 The Software Connection 147
275 Software Publishers, Inc 93
276 Southern Solutions 29
277 Southwest Micro Systems Inc 219
278 Spectra Video, Inc 7
279Spinnaker 2,3
280 Star Software 286
281 Stitcher, Inc 75
282 subLogic 70
283 Susie Software 287
284 SW Computers 225
285 Swifty Software Inc 189
286 Tech Data Corporation 284,287
287Telesoft.lnc 203,270
288 T & F Software Company 261
289T.HE.S.LS 143
290 Tiny Tek. Inc 237
291TIS,lnc 285
292 Titan Programs 255
293Topologic 225
294 Toronto Pet Users Group 113
295 TOTL Software Inc 55
296 Tri Data Corp 93
297Tri-Micro 225
298 Tronix Publishing, Inc 13,23
299 UHL Research Associates, Inc 287
300 Unicomm, Inc 236
301 United Computer 281
302 United Microwore Industries. Inc. .. 33,193
303 The User's Network 261
304 Victor Application 229
305 Victor/ Software Corp 241
306 VIP Enterprise 186
307 Wiley Professional Software 95
308 World Electronics 287
309 Wycor Business Systems Limited 113
310 York 10 Computerwore 137
COMPUTE! Back Issues 264
COMPUTE! Books 236
COMPUTE! Publications 265
COMPUTE! Subscriber Services 104
COMPUTEI's Commodore Gazette 17
COMPUTErs First Book Of VIC Ill
Every Kid's First Book Of Robots
AndComputers 132
288 COMPUn! Aonl1963
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DOW JONES
NEWS/RETRIEVAL
THE SOURCE
MOgH. J-iM>^T tftH 1 So
ELECRONIC
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WIRE SERVICE
NEWS
ELACKJPtCK
•see . @a
The screens at the top of the
page show a few examples of
how versatile the VIC 20'" or
Commodore 64"' can be with the
addition of Commodore software.
The screens below them give
you a few examples of how much
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INFORMATION
more versatile they can be with
the addition of a Commodore
VICMODEM.
For around S100, the
Commodore VICMODEM
will turn your VIC 20 or
Commodore 64 computer
into a telecomputer.
To make matters even better,
Commodore includes a few little
extras (such as a free hour's time
on the two most popular telecom-
puting services) that add up to a
value of Si 97.50* A nice return on
COMMODORE EMPLOYMENT
INFO. NETWORK OPPORTUNITIES
an investment of about $100.
Most computer companies
think it's reasonable to ask as
much as S500 for a modem that'll
give you telecomputing capabili-
ties such as ours.
However, with a VICMODEM
priced at around $100, we think
we're being a iot more reason-
able. Don'tyouagree?
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